Under Night In-Birth/UNI2/Kaguya

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Uni2 profile kaguya.png

She watches. She watches her target as her bullet penetrates it. Her killing instinct is the
very reaper that disperses life to the winds. Her mind is etched with disturbing memories
of childhood. The time for farewells shall eventually come.

Story

Due to her exceptional combat prowess, Licht Kreis sends Kaguya on various missions all over the world.

Her next destination? Japan, where her best friend Orie is currently stationed.

Kaguya discovers that many other Licht Kreis commanding officers are gathered there, too, and becomes even more determined to protect her friends and the world.

I will fight my own fight. I will not back down.
Nobody will take my precious life away again.

Gameplay

Kaguya is a character.


Strengths Weaknesses
  • Coming soon
  • Coming soon

Character Stats

Health Smart Steer Route
10300 5A > 5B~B > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -970 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 1800 200 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 31 -57158 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
Vorpal Trait

Force Function followups startup decreased by 2 frames.

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
190 Mid 6 2 13 -3
Kaguya kicks forwards. Good rebeat whiff normal due to its short total duration.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B 490 Mid 8 2 20 -6
Kaguya fires both pistols.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5BB 490 Mid 17 3 30 -8
Kaguya hops forward and shoots both pistols.
  • 5B > 5BB is a natural frame trap on block
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 29 /Data#5B
5BB 49 /Data#5BB
5B :

5BB :

  • Airborne during frames 4 to 14
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
680 Mid 10 3 22 -7
Kaguya steps backwards and fires both pistols. Surprisingly large vertical hitbox and good hitstun make for an effective whiff punish and corner control tool, especially when combined with its slight evasive properties.
  • Shifts Kaguya's hurtbox back.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
34 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 Low 6 2 12 -2
A low horizontal kick.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
450x2 Mid 8 5 24 -10
Kaguya thrusts her pistol upwards, then fires a shot, followed by another.
  • Hits twice, both are cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
260, 430 Low, Low 9 3 (10) 3 25 -10
Kaguya thrusts her pistol upwards, then fires a shot, followed by another.
  • Hits twice, both are cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
48 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 High, Air Shield 8 3 15
[2 on landing]
Varies
Aerial kick poke. Kaguya thrusts her foot forward.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jB 420 High, Air Shield 9 2 28
[3 on landing]
Varies
Kaguya fires both her pistols to either side.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jBB 610 High, Air Shield 16 3 16
[3 on landing]
Varies
Kaguya switches sides before firing again.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 38 /Data#jB
jBB 34 /Data#jBB
jB :

jBB :

j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jC 590 High, Air Shield 12 3 35
[4 on landing]
Varies
Kaguya does a melee swing with her pistol.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j[C] 770 High, Air Shield 19 3 35
[4 on landing]
Varies
Charged j.C. Causes a knockdown on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 49 /Data#jC
j[C] 56 Knockdown /Data#j[C]
jC :

j[C] :

Command Normals

4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 8 2 26 -8 N, SP, EX, CS Strike 6~9 Head
insert description here
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 /Data#4B
4B :
  • Airborne during frames 8 to 18
6C
6C
6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 18 8 15 -5 ~ +2 8~25 Foot
Kaguya does a flip while kicking downward, knocking down her opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 Knockdown /Data#6C
6C :
  • Airborne during frames 5 to 25
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 14 2 26 -6
Combat roll with 3 follow-ups depending on if A, B, or C is pressed.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 /Data#3C
3C :
  • Airborne during frames 9 to 23
3C~A
3C~A
3C~A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
710 Mid 4 3 23 -10
Kaguya rolls forward once more and shooting behind her. Causes a side switch.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 Chip Damage /Data#3C~A
3C~A :
3C~B
3C~B
3C~B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
260, 430 Low, Low 8 3 (11) 4 20 -6
Basically the same as 2C, but faster. Both hits are cancellable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Chip Damage /Data#3C~B
3C~B :
3C~C
3C~C
3C~C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
598 Mid 21 2 39
Kaguya jumps forward and drops two grenades. Easily her worst way of setting up grenades, as Kaguya will always be punishable on hit if she ever presses 3C~C at the end of her combos.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Chip Damage /Data#3C~C
3C~C :
3C~66/44
3C~66/44
3C~66/(44)
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Total 29 -20 1~2 Throw
insert description here
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 No Collision /Data#3C~66/44
3C~66/44 :
  • Airborne during frames 3 to 12
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 High, Air Shield 13 4 31
[4 on landing]
Varies
insert description here
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
670 Low 10 12 14 -8 ~ +3
Advancing low slide with long active frames.
  • Special cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Knockdown /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
380*3 Mid 24 Total 35 +9
Unusual dash attack, Kaguya uses both of her pistols to fire a beam. Slow to start up, but hits the entire screen.
  • Wallbounces on hit.
  • Deals chip damage on block
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Wall Bounce, Chip Damage /Data#66C
66C :

Universal Mechanics

Force Function
Dance Without Rest: Flower of Overflowing Light
舞ひてしりぞき暇を待たず「翻閃華」
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1 GRD
Total 44 3~22 Strike
Kaguya strikes a pose and dodges incoming attacks. Successful dodges allow her to use a follow-up beam attack by pressing a button.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~X
1 GRD
880 Mid 11 [9] 3 31 -16 CS
Shares its animation with 5C, and maintains its evasive properties. If Kaguya has Vorpal, she can cancel that follow-up with CS and get a full combo afterwards.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~6X
1 GRD
950 Mid 12 [10] - -18 CS
Fullscreen laser followup to Force Function.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 44 No Collision, Counter State /Data#B+C
B+C~X 44 Knockdown /Data#B+C~X
B+C~6X Knockdown /Data#B+C~6X
B+C :

B+C~X :

B+C~6X :

Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1570 Unblockable 4 3 20 Throw
Wallbounces in the corner for a combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 Knockdown /Data#A+D
A+D :
Smart Steer
Smart Steer
Requires 1 GRD on longer combos
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1618 Mid 9 3 (8) 3 (17) 3 19 -4 (EX) (only IW or IWEXS), CS Strike
* Placeholder
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Knockdown /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
A Fleeting Beam of Light: Moonlight Flash
射し込む光のいとはかなき「月閃~一閃」
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 698 Mid 11 2 28 -6
236A~X 698 Mid 10 2 31 -7
236A~X~X 898 Mid 20 2 36 -15
236A placeholder
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 798 All 17 3 29 -9
236B~X 950 All 19 3 35 -15
236 placeholder
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
1990 All 4+8 Total 112 (hit), 63 (block) +9
236 placeholder
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 41 /Data#236A
236A~X 41 /Data#236A~X
236A~X~X 57 /Data#236A~X~X
236B 48 /Data#236B
236B~X 56 /Data#236B~X
236C 112 (hit), 63 (block) /Data#236C
236A :

236A~X :

236A~X~X :

  • Airborne during frames 3 to 16

236B :

236B~X :

  • Airborne during frames 5-12

236C :

623X
Lack Leaves a Hole in the Heart: Rising Crescent
欠けたるは心の隙目なり「三日月昇」
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 1553 Mid 5 4 (2) 7 29 (Whiff, Block) -16 1~14 Head, 1~14 Dive
A dp placeholder
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B 1677 10 3 (2) 10 32 (Whiff, Block) -16 3~24 Dive, 5~24 Head
B dp placeholder
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C
100 EXS
2055 4+2 3 (2) 10 32 -23 1~16 Full
dp placeholder
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 46 (Whiff, Block) /Data#623A
623B 56 (Whiff, Block) /Data#623B
623C 52 (Whiff, Block) /Data#623C
623A :

623B :

623C :

214X
A Bloom in the Darkess: Lunar Blossom
闇の現に咲き示す「華月咲」
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 598 (702x2) 22 (88) 2 (15) 35
j.214A 598 (702x2) 18 (87) 2 (15) 41 +35 ~ +61
Kaguya drops two grenades and jumps backwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. This is the safer of the two to use in neutral, but doing so gives up space.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B 598 (702x2) 32 (85) 2 (15) 34 +35 ~ +56
214[B] 598 (702x2) 38 (91) 2 (15) Total 67 +35 ~ +51
j.214B 598 (702x2) 21 (89) 2 (15) 48 +35 ~ +52
Kaguya drops two grenades and jumps forwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. 214B is better for combos as it leaves Kaguya closer to the opponent, but it has a long total duration and a very obvious animation that makes using it in neutral somewhat dangerous.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C
100 EXS
598 (1273x2) 4+22 (4+39) 2 (15) 26 +35 ~ +51
j.214C
100 EXS
598 (1273x2) 4+13 (4+38) 2 (15) 35 +35 ~ +52
Kaguya's only way to get more than two grenades on screen at once. Exceptionally useful as its total duration is much shorter than the meterless versions and it can be cancelled into from most of her special moves.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 58 /Data#214A
214B 67 /Data#214B
214[B] 67 /Data#214[B]
214C 53 /Data#214C
j.214A 60 /Data#j.214A
j.214B 70 /Data#j.214B
j.214C 53 /Data#j.214C
214A :

214B :

214[B] :

214C :

j.214A :

j.214B :

j.214C :

j.236X
Only in Dreams Does One Walk Diaphanous: Hazy Step
霞みてかかるは夢のごとし「朧月渉」
j236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j.236A 690 10 2 33
Kaguya dashes forward in the air a short distance.
  • From full screen distance from opponent, gets a little bit under halfway towards opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j.236B 690 12 3 33
Kaguya dashes forward in the air a medium distance.
  • From full screen distance from opponent, gets about halfway towards opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j.236C 690 16 4 35
Kaguya dashes forward in the air a long distance.
  • From full screen distance from opponent, gets almost the full distance to the opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j.236X~7/8/9 -
Double jump followup to j236.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j.236A 44 /Data#j.236A
j.236B 47 /Data#j.236B
j.236C 54 /Data#j.236C
j.236X~7/8/9 /Data#j.236X~7/8/9
j.236A :

j.236B :

j.236C :

j.236X~7/8/9 :

Super Moves

Infinite Worth

Dance Elegantly in the Light: Moonlit Palette
Requires 200 EXS
光混じりて舞いし彩かな「月光彩」
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3510 Mid 1+8 3 (8) 5 31 -18 1~24 Full
infinite worth
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
55 Wall Bounce, Knockdown /Data#41236D
41236D :

Infinite Worth EXS

O Moon, Reflect the Night: Moonlit Night
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
月やこの夜の鏡なるらむ「夜下月照」
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3750 All 1+14 Total 67 -25 Strike 1~26 Full
Highest damage super option for 200 meter.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B, 2B 5A -5
5B, 2B 2A -4
5BB, 5C, 2C 5A -3
5BB, 5C, 2C 2A -2
Gap Table
Attack Chain Frame Gap
5B 5BB 2f
5A, 2A 6C 6f
5B, 2B 6C 3f
5BB, 5C, 2C 6C 1f

Videos

Kaguya Basic Guide by LordKnight

External Links

Colors

Default Unlocks

001 Urbane Banisher
002 Blood Countess
003 Bouncing Yellow
004 Calm Atmosphere
005 Almost Night
006 Shady Chaser
007 Autumn Stroll
008 Special Gospel
009 Ice Dance
010 Witch of the Gun
011 Shrine Maiden
012 Striking Vermillion
013 Sour-Sweet Fruit
014 Light And Shadow
015 Sand Storm
016 Green Tea
017 Vampire Affectation
018 Tropical Lady
019 Call From Deep Sea
020 Miss Valentine
021 Dancing Dragon
022 Neighborhood Lady
023 Beat Angel
024 Berserk Gunner
025 Matcha to Anko
026 Deep Red Dress
027 Acquired Taste
028 Secret Business
029 Radiant Firearm
030 Spiral Pierce
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters