ELIZA:DATA
MOVE LIST & FRAME DATA Ver.5.00
【Icons】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
【Command】
The arrow shaped mark painted (
) means input over 2F.
The notation like 【

】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
"Hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【Notes】.
The patch notes of Ver.5.00 are changed the letter color in 【Notes】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
【Command】
The arrow shaped mark painted (

The notation like 【



"J" means "Just Input". Match the timing Direction Input and Attack Input.
"Hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【Notes】.
The patch notes of Ver.5.00 are changed the letter color in 【Notes】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 480px, this page displays the simple datas for the mobile devices.
The tapping "〉〉" changes to the detail datas.
The tapping "〈〈" on the detail datas changes to the simple datas.
- Jump
- More Than One Command
- Full Crouch
- Others
- Moon Glide (MG)
- Moon Glide (MG)
- Special Move
- EX Special Move
- Bloody Drive
- Rage Art
- Throws
- 10 Hit Combo
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
C Needle Jab ![]() H / 7 |
10F | +1 | +8 | +8 | 24 | |
C Double Needle ![]() ![]() ![]() H,H / 7,7 |
-3 | +4 | +4 | Combo from 1st CH. | ||
Left Right Slap![]() ![]() ![]() H,H / 7,10 |
-1 | +5 | +5 | Combo from 1st NH | ||
Left Right Moonrise![]() ![]() ![]() ![]() ![]() H,H,M / 7,10,20 |
-22 | LNC | LNC | Combo from 2nd CH (S3)– Shortened the recovery time after the move hits by 3 frames. | ||
TS Left Right Arc Kick ![]() ![]() ![]() ![]() ![]() H,H,H / 7,10,20 |
-4 | KDN | KDN* | Combo from 2nd CH ・Opponent was unable to crouch on 3rd hit when 2nd attack hits. Now fixed. (S3)– Changed the opponent’s behavior when the move lands as a counter hit. | ||
Binary Star (1)![]() H / 9 |
14F | -3 | +8 | +8 | ・Opponent closer on hit. | |
C Binary Star ![]() ![]() ![]() H,M / 9,15 |
-12 | +2 | +2 | Combo from 1st NH | ||
Side High Kick![]() H / 12 |
13F | -8 | +8 | +8 | ||
10 Hit Combo (2)![]() ![]() ![]() H,H / 12,10 |
-12 | +4 | +4 | |||
HTS Ark Kick ![]() H / 21 |
13F | -5 | KDN | KDN* | 42 | |
Meteor Burst![]() M / 26 |
13F | -17 | KDN | KDN | Meaty 1F. ・Damage changed from 20 to 26. ・Changed from -20F to -17F on block. ・Recovery on hit decreased by 3F. | |
Shadow Ring![]() L / 20 |
33F | -27 | KDN | KDN | TC23FTJ9F | |
Fierce Sting![]() ![]() M / 17 |
16F | -9 | ±0 | +25G | ・Changed from -11F to -9F on block. ・Homing increased. (S3)– Changed the attack startup from 18F to 16F. | |
HPC8F Broken Dream ![]() ![]() M / 21 |
25F | -13 | KDN | KDN | ||
Quick Uppercut![]() ![]() M / 12 |
13F | -3 | +3 | +3 | 35 | |
Moonlight![]() ![]() ![]() ![]() M,M / 12,17 |
-12 | +2 | KDN | Combo from 1st hit. (S3)– Changed the opponent’s behavior when the move lands as a counter hit (from -2F to KDN). (Ver.4.00) - Changed the frame advantage when blocked from -13F to -12F. - Changed the frame advantage upon hit from -2F to +2F. - Decreased the distance between the character and the opponent when the move lands as a counter hit. | ||
Daylight![]() ![]() ![]() ![]() M,H / 12,14 |
-9 | +2 | +2 | Combo from 1st NH | ||
Rending Claw (1)![]() ![]() M / 10 |
16F | -9 | +2 | +2 | ||
Rending Claw![]() ![]() ![]() ![]() M,M / 10,10 |
-18 | LNC | LNC | TJ Combo from 1st NH | ||
HWB Astral Shot ![]() ![]() M / 24 |
25F | -6 | KDN | KDN | TJ9F (S3)– Changed the frame advantage when blocked from -8F to -6F. – Shortened the recovery time after the move hits by 2 frames. – Enabled the move to cause a wall bound if it hits. | |
Middle Kick![]() ![]() M / 16 |
12F | -8 | +3 | +3 | 39 | |
C Sitting Jab ![]() ![]() SM / 5 |
10F | -5 | +6 | +6 | 31 | TC4F Returns to crouching. Input ![]() +3F upon behind hit. ・Changed from +6F to +3F on hit from side or from behind. ・Decreased pushback so easier to hit. (Ver.4.00) - Made the opponent’s behavior upon counter hit the same as regular hit. |
Sitting Claw![]() ![]() SM / 8 |
12F | -7 | +4 | +4 | TC4F Returns to crouching. | |
C Sweeping Scarlet ![]() ![]() L / 7(10) |
15F | -16 | -5 | -5 | 48 | TC4F Damage () is on Clean hit. Returns to crouching. (Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. |
Horizon Ring![]() ![]() L / 17 |
20F | -27 | +5C | KDN | TC6F Returns to crouching. ・Damage changed from 20 to 17. ・Changed from +3F to +5F on hit. (Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. | |
Endless Sleep![]() ![]() SP / - |
Shifts to Down. (Ver.4.00) - Shortened the time when Blood Gauge increases by 30F. | |||||
Death Impact![]() ![]() UB(M) / 30 |
51F | KDN | KDN | KDN | TJ28F | |
Rising Chaos (1)![]() ![]() M / 13 |
14F | -8 | +3 | +3 | ・Changed from ±0F to +3F on hit. ・Homing decreased. | |
Rising Chaos (2)![]() ![]() ![]() ![]() M,M / 13,13 |
-13 | LNC | LNC | TJ Combo from 1st CH ・Homing decreased. (Ver.3.31)・Increased the move's tracking. | ||
Rising Chaos![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 13,13,17 |
-13C | KDN | KDN | TJ Forces an opponent to crouching upon block.. ・Opponent reaction changed on hit. (S3)– Changed the attack startup from 25F to 24F. (Ver.4.00) - Changed the damage from 23 to 17. - Shortened the time when the 3rd attack starts by 2F. | ||
Leading Knee (1)![]() ![]() H / 10 |
11F | -4 | +2 | +2 | ||
Leading Knee![]() ![]() ![]() ![]() H,M / 10,15 |
-9 | +3 | KDN | Combo from 1st NH | ||
Dust Tail (1)![]() ![]() H / 12 |
16F | -9 | +2 | KDN | ・Damage changed from 14 to 12. | |
TS Dust Tail ![]() ![]() ![]() ![]() H,H / 12,20 |
-4 | +15Sp | +15Sp | Combo from 1st NH Can be delayed Combo can be delayed 10F ・Changed from -7F to -4F on block. ・Changed from +12F to +15 on hit. (Ver.3.01) Fixed an issue where the range of the attack was not as intended. | ||
Ion Tail![]() ![]() ![]() ![]() H,M / 12,20 |
-14 | KDN | KDN | Combo from 1st NH Can be delayed Combo can be delayed 7F ・Opponent reaction on hit from the side and hit while downed was changed. ・Move comes out faster by 1F. (Ver.3.01) Fixed an issue where the range of the attack was not as intended. | ||
C Flare Knee ![]() ![]() M / 12 |
15F | -14 | -2 | -2 | ||
Burst Claw![]() ![]() HM / 5,20 |
27F | -13C | +4C | +4C | Forces an opponent to crouching upon block or hit.. ・Active frames on first attack increased by 1F. ・2nd attack changed from -18F to -13F on block. ・Opponent reaction on hit or mid-air hit on 2nd attack was changed. |
Jump | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Front Jump![]() SP / - |
47 | TJ5F Cost 5F to Jumping Moves. | ||||
Vertical Jump![]() SP / - |
51 | TJ9F Cost 8F to Jumping Moves. | ||||
Back Jump![]() SP / - |
47 | TJ5F Cost 5F to Jumping Moves. | ||||
Vampire Needle During Jump ![]() M / 10 |
7F | -25 | -15 | -15 | Fast Start-up 12F (Cost 5F). Latest Start-up 38F in actualy. Block or Hit Frame are when fast. | |
Vampire Claw During Jump ![]() M / 15 |
9F | -17 | -7 | -7 | Fast Start-up 14F (Cost 5F). Latest Start-up 38F in actualy. Block or Hit Frame are when fast. | |
Swan Shot During Jump ![]() M / 10 |
7F | -25 | -15 | -15 | Fast Start-up 12F (Cost 5F). Latest Start-up 38F in actualy. Block or Hit Frame are when fast. | |
Poison Orbit During Jump ![]() M / 15 |
9F | -18 | -8 | -8 | Fast Start-up 14F (Cost 5F). Latest Start-up 39F in actualy. Block or Hit Frame are when fast. |
More Than One Command | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Bloody Claw to Deadly Slumber![]() ![]() ![]() M(,SP) / 25 |
14F | -9 | KDN | KDN | (Ver.4.00) - Shortened the time when Blood Gauge increases by 60F. | |
Bloody Claw![]() ![]() ![]() ![]() M / 25 |
14F | -9 | KDN | KDN | ||
Helical Flow (1)![]() ![]() ![]() H / 12 |
16F | -10 | KDN | KDN | (S3)– Shortened the recovery time after the move hits by 4 frames. – Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction. | |
Herical End![]() ![]() ![]() ![]() ![]() H,M / 12,24 |
-13 | KDN | KDN | (S3)- New move. | ||
TS Helical Flow ![]() ![]() ![]() ![]() ![]() H,H / 12,21 |
-7 | KDN | KDN* | TJ (S3)– The 2nd hit can now be ducked under if the 1st hit is blocked. | ||
Splendid Edge (1)![]() ![]() ![]() M / 10 |
15F | -16 | -5 | -5 | TJ12F | |
Splendid Edge![]() ![]() ![]() ![]() ![]() M,M / 10,10 |
-14 | -6 | -6 | Combo from 1st NH ・Recovery on block increased for both players by 3F. ・Changed from -3F to -6F on hit. | ||
Assault Barrage![]() ![]() ![]() MHL / 5,6,20 |
18F | -14 | KDN | KDN | ・3rd hit can now be parried after blocking first hit. (S3)– Changed the opponent’s behavior when hit by the 3rd hit in midair. | |
Assault Barrage to Cancel![]() ![]() ![]() ![]() MHSP / 5,6 |
-12 | -4 | -4 | Returns to crouching. (Ver.4.00) - New move. | ||
TS Noble Execution ![]() ![]() ![]() ![]() ![]() H / 30 |
18F | +6 | KDN | KDN | ・Changed from -2F to +2F on block. ・Recovery decreased on hit by 2F. (S3)– Changed the frame advantage when blocked from +2F to +6F. – Shortened the recovery time after the move hits by 2 frames. – Increased the move’s tracking. | |
Noble Slash![]() ![]() ![]() ![]() ![]() M / 27 |
24F | ±0 | KDN | KDN | TJ3F Meaty 4F. |
Full Crouch | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
C Sitting Jab FC ![]() SM / 5 |
10F | -5 | +6 | +6 | TC Returns to crouching. Input ![]() ・Changed from +6F to +3F on hit from side or from behind. ・Decreased pushback so easier to hit. (Ver.4.00) - Made the opponent’s behavior upon counter hit the same as regular hit. | |
Sitting Claw FC ![]() SM / 8 |
12F | -7 | +4 | +4 | TC Returns to crouching. | |
C Sweeping Scarlet FC ![]() L / 7(10) |
15F | -16 | -5 | -5 | TC Returns to crouching. (Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. | |
Horizon Ring FC ![]() L / 17 |
20F | -27 | +5C | KDN | TC Returns to crouching. ・Damage changed from 20 to 17. (Ver.4.00) - Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack. | |
C Stabbing Scarlet WS ![]() M / 10 |
14F | -7 | +4 | +4 | ・Decreased pushback so easier to hit. | |
Rising Shadow WS ![]() M / 18 |
15F | -9 | KDN | LNC | ・Changed from -12F to -9F on block. | |
Rose Thorn WS ![]() M / 20 |
15F | -22 | LNC | LNC | TJ15F ・Recovery decreased by 3F on hit. | |
Toe Smash WS ![]() M / 15 |
11F | -5 | +6 | +6 | ||
Deadly Slumber FC ![]() SP / - |
(Ver.4.00) - Shortened the time when Blood Gauge increases by 30F. |
Others | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Endless Sleep While down (facing up) ![]() SP / - |
Bloody Guage increase. (Ver.4.00) - Shortened the time when Blood Gauge increases by 30F. | |||||
Auger![]() SP / - |
||||||
Needle Jab BT ![]() ![]() H / 7 |
10F | +1 | +8 | +8 | Equivalent to ![]() | |
Ark Kick BT ![]() ![]() H / 24 |
13F | -5 | KDN | KDN* | Equivalent to ![]() | |
Sitting Jab BT ![]() ![]() ![]() ![]() SM / 5 |
10F | -5 | +6 | +6 | Equivalent to ![]() ![]() | |
Horizon Ring BT ![]() ![]() ![]() ![]() L / 20 |
20F | -27 | +5C | KDN | Equivalent to ![]() ![]() |
Moon Glide (MG) | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Moon Glide![]() ![]() SP / - |
33 | Cost 15F. | ||||
Moon Glide to Crouch![]() ![]() ![]() SP / - |
30 | Returns to crouching. (S3)– It is now possible to shift to a crouching stance with ![]() | ||||
Stardust (1) MG ![]() H / 11 |
10F | -4 | +2 | +2 | (S3)– Decreased the range of the attack. | |
Stardust MG ![]() ![]() ![]() H,H / 11,12 |
-8 | +1 | +1 | Combo from 1st hit. Can be delayed 12F. Combo can be delayed 10F from 1st hit. (Ver.4.00) - Changed the input window for the 2nd hit from 14F to 22F. | ||
Stardust Break MG ![]() ![]() ![]() ![]() ![]() H,H,M / 11,12,21 |
-13 | KDN | KDN | Combo from 2nd CH | ||
TS Stardust Ring MG ![]() ![]() ![]() H,H / 11,20 |
-11 | KDN | KDN* | Combo from 1st hit. Can be delaeyed. (Ver.4.00) - New move. | ||
WB Bloody Claw to Deadly Slumber MG ![]() M(,SP) / 25 |
14F | -9 | KDN | KDN | Wall Baunce when consume Bloody Guage. ・Causes Wall Bounce on hit. (Ver.4.00) - Shortened the time when Blood Gauge increases by 60F. | |
Bloody Claw MG ![]() ![]() M / 25 |
14F | -9 | KDN | KDN | ||
H Helical Flow (1) MG ![]() H / 12 |
16F | -10 | KDN | KDN | (S3)– Shortened the recovery time after the move hits by 4 frames. – Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction. | |
Helical End MG ![]() ![]() ![]() H,M / 12,24 |
-13 | KDN | KDN | (S3)- New move. (Ver.3.31)・Shortened the recovery time by 4F upon hit. | ||
TS Helical Flow MG ![]() ![]() ![]() H,H / 12,21 |
-7 | KDN | KDN* | TJ (S3)– The 2nd hit can now be ducked under if the 1st hit is blocked. | ||
Queen Needle MG ![]() L / 15 |
18F | -23 | KDN | KDN | TC10F Meaty 7F. ・Opponent reaction changed on hit. (Ver.3.31)・Changed the damage from 20 to 15. ・Changed the opponent's behavior when hit. | |
Death Impact MG ![]() UB(M) / 30 |
51F | KDN | KDN | KDN | TJ21F |
Moon Glide (MG) | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
EX Moon Glide![]() ![]() SP / - |
33 | Consume 1 Blood Gauge. Cost 15F. (S3)- New move. | ||||
EX Moon Glide to Crouch![]() ![]() ![]() SP / - |
30 | Consume 1 Blood Gauge. Returns to crouching. (S3)- New move. | ||||
WBWG Bloody Claw Chaos to Deadly Slumber EX MG ![]() M(,SP) / 25 |
14F | +7 +21W |
KDN | KDN | (Ver.4.00) - Shortened the time when Blood Gauge increases by 60F. Wall crush inducing guard is implemented. | |
WBWG Bloody Claw Chaos to Standing EX MG ![]() ![]() M / 25 |
14F | +7 +21W |
KDN | KDN | ||
Death Impact Chaos EX MG ![]() UB(M) / 30 |
41F | KDN | KDN | KDN | TJ16F (S3)- New move. |
Special Move | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Dark Wave![]() ![]() ![]() ![]() SM / 20 |
28F | -9 | KDN | KDN | 61 | Meaty 19F in actualy ・Changed from -10F to -9F on block. |
Dark Wave![]() ![]() ![]() ![]() SM / 20 |
25F | -13 | -5 | -5 | 62 | Meaty 27F in actualy |
Dark Blade![]() ![]() ![]() ![]() SM / 12 |
16F | -22 | LNC | LNC | (S3)– Decreased the distance between the character and the opponent when the move hits. | |
Dark Blade![]() ![]() ![]() ![]() SM*3 / 9,9,9 |
13F | -34 | LNC | LNC | TC6F Launch on 2nd hit. Enable Connect to Bloody Horn( ![]() ![]() ![]() ![]() ![]() ![]() ![]() ・Opponent closer after blocking 2nd hit. ・Whern 3rd hit lands, can now follow up with ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
TS Dark Storm ![]() ![]() ![]() ![]() SM / 20 |
20F | -11 | +11Sp | KDN | Meaty 1F in actualy ・Changed from -14F to -11F on block. ・Opponent closer on block. ・Homing increased. | |
Dark Tempest![]() ![]() ![]() ![]() SM / 22 |
20F | -13 | +2 | KDN | Meaty 1F in actualy ・Damage changed from 20 to 22. ・Opponent closer on counter hit and block. ・Decreased pushback so it hits easier. (S3)– Changed the frame advantage upon normal hit from -2F to +2F. – Increased the lower range of the attack. | |
Dark Cannon![]() ![]() ![]() ![]() M / 20 |
27F | -13 | KDN | LNC | TJ9F Meaty 9F. ・Changed from -17F to -19F on block. ・Recovery increased on hit by 2F. (S3)– Changed the frame advantage when blocked from -19F to -13F. – Shortened the recovery time after the move hits by 6 frames. – Changed the opponent’s behavior when the move lands in midair or lands as a counter hit (from KDN to LNC). | |
Dark Cannon![]() ![]() ![]() ![]() M / 15 |
26F | -1 | +9C | +9C | TJ9F Meaty 7F. (S3)– Changed the damage from 14 to 15. | |
Dazzling Wave![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM / 10,10,20 |
- | KDN | KDN | Disable when 2nd whiff. | ||
Dazzling Wave![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM / 10,10,20 |
- | -5 | -5 | Disable when 2nd whiff. | ||
AirBorne Dark Cannon During Jump ![]() ![]() ![]() ![]() M / 20 |
13F | - | KDN | LNC | ・Changed from -17F to -20F on block. ・Recovery increased on hit by 3F. (S3)– Changed the frame advantage when blocked from -20F to -14F. – Shortened the recovery time after the move hits by 6 frames. – Changed the opponent’s behavior when the move lands in midair or lands as a counter hit (from KDN to LNC). | |
AirBorne Dark Cannon During Jump ![]() ![]() ![]() ![]() M / 15 |
13F | - | (S3)– Changed the damage from 14 to 15. |
EX Special Move | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Dark Wave to EX Moon Glide![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 20 |
+1 | KDN | KDN | Consume 1 Blood Gauge. ・Command to transition to Moon Glide changed from ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (S3)– It is now possible to shift to a crouching stance with ![]() | ||
Dark Wave to EX Moon Glide![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 20 |
+2 | +10 | +10 | Consume 1 Blood Gauge. ・Command to transition to Moon Glide changed from ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (S3)– It is now possible to shift to a crouching stance with ![]() | ||
Dark Wave Chaos to EX Moon Glide![]() ![]() ![]() ![]() SM*2,SP / 10,10 |
24F | +10G | KDN | KDN | Consume 1 Blood Gauge. ・Damage changed from 20,20 to 10,10. ・Hitbox on 1st hit expanded. ・Opponent reaction on mid-air hit for 2nd hit was changed. ・Forward movement slower for 2nd hit. ・Can now transition to Moon Glide afterward. (S3)– It is now possible to shift to a crouching stance with ![]() – Fixed an issue in which “During Moon Glide 1” could not be crouched under after the 2nd hit is blocked. | |
Dark Blade Chaos![]() ![]() ![]() ![]() SM*2,SM*3 / 5,6,9,9,9 |
11F | -34 | LNC | LNC | Consume 1 Blood Gauge. Invinciblity during 1F. Damage 5,29 upon front hit. Launch on 5th hit. ・Opponent closer after 1st attack hits. (S3)– Increased the duration of the 5th hit’s hitbox by 2 frames. (Ver.4.00) - Changed the attack from ”special mid > special mid > special mid > special mid > special mid” to ”special mid > throw” only when the 1st attack hits from (Ver.4.20)- Fixed an issue that the Bloody Gauge saw an unintended increase on hit. Attacking a downed opponent after the hit and the opponent did not do anything, she somestimes passed through the opponent. This is now fixed. | |
TS Dark Tempest Chaos ![]() ![]() ![]() ![]() MM / 5,20 |
15F | -13 | +12Sp | KDN | Consume 1 Blood Gauge. (S3)– Changed the damage from 10,20 to 5,20. – Changed the frame advantage on guard from -14F to -13F. – Shortened the recovery animation by 1 frame when the move hits (Changed NH from +11SpF to +12SpF). | |
TS Dark Cannon Chaos ![]() ![]() ![]() ![]() MM / 5,15 |
25F | -9 | KDN | KDN | TJ9F Consume 1 Blood Gauge. ・Damage changed from 10,20 to 5,15. (S3)– Changed the frame advantage when blocked from -13F to -9F. – Shortened the recovery time after the move hits by 4 frames. | |
Dazzling Wave to EX Moon Glide![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM,SP / 10,10,20 |
+1 | KDN | KDN | Consume 1 Blood Gauge. Disable when 2nd whiff. ・Command to transition to Moon Glide changed from ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (S3)– It is now possible to shift to a crouching stance with ![]() | ||
Dazzling Wave to EX Moon Glide![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM,SP / 10,10,20 |
+2 | +10 | +10 | Consume 1 Blood Gauge. Disable when 2nd whiff. ・Command to transition to Moon Glide changed from ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (S3)– It is now possible to shift to a crouching stance with ![]() | ||
Dazzling Wave Chaos to EX Moon Glide![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM*2 / 10,10,10,10 |
+10G | KDN | KDN | Consume 1 Blood Gauge. ・Damage changed from 20,20 to 10,10. ・Can now transition to Moon Glide afterward. (S3)– It is now possible to shift to a crouching stance with ![]() | ||
TS AirBorne Dark Cannon Chaos During Jump ![]() ![]() ![]() ![]() MM / 5,15 |
10F | -13 | KDN | KDN | Consume 1 Blood Gauge. ・Damage changed from 10,20 to 5,15. (S3)– Changed the frame advantage when blocked from -13F to -9F. – Shortened the recovery time after the move hits by 4 frames. |
Bloody Drive | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Bloody Horn![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 15 |
14F | -7 | LNC | LNC | Consume 2 Blood Gauge. Evade during 8 to 9F. ・Opponent reaction on mid-air hit and hit while downed was changed. | |
Splendid Edge to Bloody Horn![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM / 10,10,15 |
15F | -7 | LNC | LNC | Consume 2 Blood Gauge. |
Bloody Drive | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Bloody Horn![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 15 |
14F | -7 | LNC | LNC | 〉〉 | |
Splendid Edge to Bloody Horn![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() M,M,SM / 10,10,15 |
15F | -7 | LNC | LNC | 〉〉 |
Rage Art | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | Notes |
Rage Art During Rage ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | TJ Guard Point 8F |
Rage Art | ||||||
ICON Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
TJ Rage Art During Rage ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | 〉〉 |
Rage Art | ||||||
Icons Move Name Command Hit Level / Damage | start -up | block | NH | CH | total | |
Notes | ||||||
〈〈 | Rage Art During Rage ![]() ![]() M,Th / 55 |
20F | -22 | Th | Th | |
TJ Guard Point 8F |
Throws | |||||
Icons Move Name Command Hit Level / Damage | start -up | Aftr Thrw | Brk Thrw | total | Notes |
Bloody Bite![]() Th(H) / 35 |
12F | RP Head-sd Fac-Dwn |
![]() ![]() -6F RP |
Long Range Throw Recovery 10. | |
Soul Rend![]() Th(H) / 35 |
12F | RP Head-sd Fac-Up |
![]() ![]() -3F RP |
Long Range Throw | |
Phantom Rave Approach from left side Th(H) / 40 |
Head-sd Fac-Dwn |
![]() -3F |
|||
Phantom Rave Approach from right side Th(H) / 40 |
Head-sd Fac-Dwn |
![]() -3F |
|||
Deep Shadow Approach from behind Th(H) / 45 |
Foot-sd Fac-Dwn |
disable | Recovery 10. | ||
Phantom Rave![]() ![]() Th(H) / 40 |
12F | Head-sd Fac-Dwn |
![]() -6F |
10 Hit Combo | |||||||||||
Command | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | Start-up 13F. |
Hit Level | H | M | L | M | H | M | M | SM | SM | SM*3 | |
Damage | 12 | 10 | 8 | 8 | 5 | 6 | 8 | 10 | 10 | 6*3 | |
hit | +8 | +4 | -6C | -4 | -6 | -5 | -17 | -10 | -5Sp | LNC | |
block | -8 | -12 | -23 | -12 | -17 | -16 | -26 | -21 | -30 | -33 |
10 Hit Combo | ||||||||||
Command | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Hit Level | H | M | L | M | H | M | M | SM | SM | SM*3 |
Damage | 12 | 10 | 8 | 8 | 5 | 6 | 8 | 10 | 10 | 6*3 |
hit | +8 | +4 | -6C | -4 | -6 | -5 | -17 | -10 | -5Sp | LNC |
block | -8 | -12 | -23 | -12 | -17 | -16 | -26 | -21 | -30 | -33 |
Start-up 13F. |