Character Page Progress
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In Progress |
To-do
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- Move Descriptions:
- Expand upon the move descriptions, cite their uses, add memes in captions, etc.
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- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
- Add damage, meter gain/given numbers and video links to combos as you add them.
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Additional Resources
C-Maids Match Video Database
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths Weaknesses
Strengths
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- Text goes here after asterisk
- Text goes here after asterisk
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Weaknesses
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- Place text here be sure to use "*" for each point*
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Combo Notation Help
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Hisui Lead
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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|
text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
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Kohaku Lead
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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|
text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
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Move Descriptions
Frame Data Help
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Header
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Tooltip
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Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
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Proration
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The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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Recovery
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Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
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Advantage
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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 that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
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Invul
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Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
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Note: Move inputs in this section will be preceded by H/K for Hisui lead/Kohaku lead respectively.
Normal Moves
Standing Normals
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Damage
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Red Damage
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Proration
|
Cancel
|
Guard
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300
|
156
|
78% (O)
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-SE-, -N-, -SP-, -EX-, (J)
|
LH
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Startup
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Active
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Recovery
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Frame Adv
|
Circuit
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Invuln
|
3
|
4
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8
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0
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3.0%
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-
|
Hisui slap. Whiffs on crouching characters except for Warachia, Hime and Nero.
|
|
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
166
|
78% (O)
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-SE-, -N-, -SP-, -EX-, (J)
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LH
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Startup
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Active
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Recovery
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Frame Adv
|
Circuit
|
Invuln
|
3
|
4
|
8
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0
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3.5%
|
-
|
Kohaku jab.
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|
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
539
|
80% (O)
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N, SP, EX, (J)
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LH
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Startup
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Active
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Recovery
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Frame Adv
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Circuit
|
Invuln
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7
|
6
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13
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-4
|
7.0%
|
-
|
Hisui pushes the opponent back with her palm.
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|
|
K5B
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
70% (O)
|
N, SP, EX, (J)
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H (Whiffs vs Crouch.), LH
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Startup
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Active
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Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
14
|
-4 (vs Stand.) -2 (vs Crouch.)
|
6.0%
|
-
|
Kohaku swipes with the broom over her head.
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K5[B]
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Damage
|
Red Damage
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Proration
|
Cancel
|
Guard
|
1000
|
686
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70% (O)
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N, SP, EX, (J)
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LH
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Startup
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Active
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Recovery
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Frame Adv
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Circuit
|
Invuln
|
17
|
8
|
12
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-5
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10.0%
|
-
|
Charged version inflicts a ground techable knockdown on air hit.
|
|
|
H5C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 700 (1078)
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(866)
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100%
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N, SP, EX, (J)
|
LH
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Startup
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Active
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Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
6
|
14
|
0
|
7.0%, 8.0% (15.0%)
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-
|
Hisui pulls a chair out of nowhere and hits the opponent over the head with it. Neutral on block.
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H5{C}
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*2, 700 (1443)
|
(1132)
|
100%
|
N, SP, EX, (J)
|
LH
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Startup
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Active
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Recovery
|
Frame Adv
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Circuit
|
Invuln
|
14
|
7~18
|
14
|
0
|
4.0%, 7.0%, 8.0% (19.0%)
|
-
|
Partial charging this will make Hisui rush forward a bit before hitting with the chair.
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H5[C]
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 600, 800 (1731)
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(945)
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100%
|
N, SP, EX, (J)
|
LH
|
Startup
|
Active
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Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
18
|
21
|
-7
|
4.0%, 7.0%, 8.0% (19.0%)
|
-
|
Fully charged version goes the furthest and is more damaging.
|
|
|
K5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
686
|
90% (O)
|
N, SP, -CH-, EX, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
6
|
18
|
-9
|
6.0%
|
-
|
Kohaku stabs with the broom handle.
|
K5C~C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
150*3, 800 (1160)
|
(451)
|
100%*3, 60% (M)
|
N, SP, EX, (J)
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
10
|
29
|
-15
|
1.0%*4 (4.0%)
|
-
|
After 5C, Kohaku does a twirl with her broom handle for 4 hits, with the last hit launching them.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
137
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
4
|
8
|
0
|
3.0%
|
-
|
Hisui quickly chops at the opponent's knees from a crouching position. Hits mid.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
98
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
4
|
8
|
0
|
3.0%
|
-
|
Kohaku performs a crouching jab that hits low.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
550
|
294
|
80% (O)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
6
|
12
|
-3
|
6.0%
|
-
|
Hisui leans her body forward from a crouching position and palm strikes the opponent's legs.
|
|
|
K2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
85% (O)
|
N, SP, -CH-, EX, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
22
|
-11
|
5.0%
|
Clash 8-11
|
Crouching upward broom swipe with a clash box on top.
|
K2B~2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
313
|
85% (O)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
17
|
-6
|
5.0%
|
-
|
Low hit command followup to 2B.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
637
|
60% (O)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
23
|
-8
|
11.0%
|
-
|
Hisui reaches behind her and drop step swishes at the opponent's feet with a water bucket and a rag, which moves her forward slightly
|
|
|
K2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
686
|
60% (O)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
24
|
-10
|
7.0%
|
-
|
Kohaku literally sweeps the opponent. Hits low.
|
K2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400
|
980
|
90% (M)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
5
|
24
|
-11
|
12.0%
|
-
|
Charged version has a smaller hurtbox.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
147
|
75% (O)
|
SE, N, SP, EX, J
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
10
|
-
|
4.0%
|
-
|
Small air jab, angled downwards.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
98
|
73% (O)
|
SE, N, SP, J
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
10
|
-
|
3.0%
|
-
|
A broom handle poke in the air.
|
|
|
Hj.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
294
|
90% (O)
|
N, SP, -CH-, EX, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
5
|
-
|
-
|
5.0%
|
-
|
A fast book slash aimed upwards.
|
Hj.B~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
392
|
100%
|
SP, EX
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
-
|
-
|
6.5%
|
-
|
Followup to j.B. Stalls your vertical air momentum
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
680
|
392
|
90% (O)
|
N, SP, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
-
|
-
|
5.0%
|
-
|
A blazingly fast upward broom swipe that has a truly staggering range.
|
|
|
Hj.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
441
|
90% (M)
|
N, SP, EX, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
11.0%
|
-
|
A downward slam with a table pulled out of nowhere.
|
Hj.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
588
|
95% (O)
|
N, SP, EX, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20
|
4
|
-
|
-
|
15.0%
|
-
|
Charged version of j.C. Hard knockdown.
|
|
|
Kj.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
637
|
70% (O)
|
N, SP, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3
|
-
|
-
|
10.0%
|
-
|
A downward broom swipe. Techable knockdown on air hit.
|
Kj.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1050
|
686
|
80% (M)
|
N, SP, J
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
3
|
-
|
-
|
5.0%
|
-
|
Charged version ground bounces on air hit.
|
|
Command Normals
|
H4B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
98
|
100%
|
-
|
U (Whiffs vs Crouch.)
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
4
|
17
|
-
|
6.0%, 5.0% (11.0%)
|
-
|
H4[B] (Max)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
98
|
100%
|
-
|
U (Whiffs vs Crouch.)
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
4 (13) 3 (13) 3 (13) 3 (13) 3
|
17
|
-
|
6.0%, 5.0%*5 (31.0%)
|
-
|
The watering can. Has a massive deadzone in front of Hisui. It only hits where the water hits the ground. On contact, the opponent will lose around 12% meter. Holding this attack will make the meter drain effect happen up to 5 times. Inflicts untechable knockdown unless the opponent is crouching.
|
|
|
K4B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
490
|
80% (O)
|
N, SP, EX, (J)
|
L
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
5
|
10
|
0
|
8.0%
|
-
|
A small low kick.
|
K4[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
784
|
55% (O)
|
N, SP, EX, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
5
|
10
|
1
|
10.0%
|
-
|
A charged kick that hits mid and vacuums the opponent in on block or trips on hit.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
441
|
65% (O)
|
N, SP, EX, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
5
|
16
|
-6
|
6.0%
|
Clash 15-19
|
Ladle launcher.
|
|
|
Hj.2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
294
|
100%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
X
|
4
|
8 (TK)
|
5.0%
|
-
|
Hisui launches a Thunder Cross Split Attack without fooling the opponent first. This attack can be blocked while crouching.
|
Hj.2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
70% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
X
|
4
|
12 (TK)
|
7.0%
|
-
|
Charged version. Can still be blocked crouching.
|
|
Universal Mechanics
|
Hisui/Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
490
|
100%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
-
|
0.0%
|
-
|
Both maids' ground throws function the same. Untechable knockdown.
|
|
|
Hisui
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
474
|
30%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
-
|
0.0%
|
-
|
Hisui takes the opponent to the ground with her. Results in a sideswitch. Ground techable if done as a combo ender.
|
Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1300
|
588
|
30%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
-
|
0.0%
|
-
|
Ground bounces the opponnent using a 16-ton weight.
|
|
|
Hisui/Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
50%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
50%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Hisui performs her 5B as a shield bunker.
Kohaku performs a flaming Battou swipe.
|
|
|
Hisui/Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
7
|
25
|
-
|
-100.0% (min)
|
Full 1-22
|
Both maids have the same Heat frame data.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
~20 (min)
|
-
|
-
|
-
|
Tags in the other sister.
|
|
Hisui Specials
A/B ~236A ~236B/C EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
320*6 (1770)
|
(538)
|
100%
|
-CH-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
22
|
10
|
-2
|
2.0%*6 (12.0%)
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*9 (1965)
|
(766)
|
100%
|
-CH-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
33
|
4
|
4
|
1.2%*9 (10.8%)
|
-
|
Yayaya ladle jab series.
A: Hits 6 times.
B: Hits 9 times.
|
~236A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
100%
|
-EX-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
19
|
-4
|
4.0%
|
-
|
~236B/C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
50% (O)
|
-EX-, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
19
|
-8
|
4.0%
|
-
|
Follow-ups to her 236X series. Only works from the grounded version.
A: Knocks down.
B/C: Launches with a spatula. Jump cancelable. If input with C, this is what you get.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*12, 600 (2358)
|
(1701)
|
100%, 75% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+5
|
44 (7) 4
|
24
|
-16
|
-100.0%
|
Full 1-5
|
Hits 12 times, and then ends with an uppercut that is fully untechable.
|
|
A/B EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*8 (1778)
|
(831)
|
100%
|
EX
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
16
|
0
|
10 (TK)
|
1.5%*8 (12.0%)
|
-
|
Air yayaya series.
Hits 8 times.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*12 (2479)
|
(1158)
|
100%
|
EX
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
24
|
0
|
10 (TK)
|
1.5%*12 (18.0%)
|
-
|
Hits 12 times. An integral part of her Ayayaya loops due to it's high untech.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*N
|
176*N
|
100%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+3
|
X
|
0
|
10 (TK)
|
-100.0%
|
Full 1-6
|
Keeps hitting until it reaches the ground.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650*2 (1279)
|
(578)
|
100%
|
EX
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2 (9) 4
|
10
|
-4
|
5.0%*2 (10.0%)
|
-
|
Hisui waves her duster directly in front of her. Untechable knockdown.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
392
|
70% (O)
|
EX
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
2 (8) 4
|
17
|
-19, -9
|
8.0%
|
High 1-32
|
Dusts above her head. Launches instead of knocking down. Has upper body invincibility.
|
[B] (Projectile)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800 500*3 (1662)
|
392 (1068)
|
70% (O)
|
EX
|
LH LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22 40
|
2 (8) 4 45
|
11
|
-13, -3 -
|
8.0% 5.0%*3 (23.0%)
|
High 1-44
|
Charged version spawns a dust cloud projectile in the air.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*N
|
490*N
|
80% (M)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+1
|
152
|
1+31
|
-2 (min)
|
-100.0%
|
Full 1
|
Spawns an extremely quick, multihit forward-going dust cloud.
|
|
A B C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
280*8 (1724)
|
(782)
|
-4%*8
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
111
|
32
|
59
|
-
|
3.0%*8 (24.0%)
|
-
|
Hisui commands Kohaku to perform one of her moves.
B Plant assist.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*3 (1743)
|
(853)
|
100%*2, 80% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
73 ~ 77
|
2 (2) 2 (2) 8
|
47
|
-
|
6.0%*3 (18.0%)
|
-
|
214 assist.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1265)
|
(619)
|
60% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
66 (min)
|
6
|
47
|
-
|
8.0%*2 (16.0%)
|
Clash 60-64, 67-72*
|
Kohaku dashes toward the opponent and performs a multi-hit j.C assist.
|
|
Same assist hitboxes as grounded version.
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
280*8 (1724)
|
(782)
|
-4%*8
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
111
|
32
|
14
|
-
|
3.0%*8 (24.0%)
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*3 (1743)
|
(853)
|
100%*2, 80% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
73 ~ 77
|
2 (2) 2 (2) 8
|
14
|
-
|
6.0%*3 (18.0%)
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1265)
|
(619)
|
60% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
66 (min)
|
6
|
14
|
-
|
8.0%*2 (16.0%)
|
Clash 60-64, 67-72*
|
Aerial Kohaku assist series. Identical to the grounded version.
|
|
|
A/B (Explosion)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
50% (O)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
92 9/1
|
180 2
|
50
|
-
|
8.0%
|
-
|
Hisui puts down a mat with a Bento box on it. The mat explodes if the opponent comes in contact with it.
A: Plunks a mat down right in front of her.
B: Plunks a mat down right where the A version ends.
|
EX (Explosion)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1800
|
1176
|
50% (O)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+79 1
|
180 2
|
6+29
|
-
|
-100.0%
|
-
|
Hisui puts down a BIG mat. The explosion is completely untechable and it poisons on hit.
|
|
|
H6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
490
|
75% (O)
|
N, SP, -CH-, EX, (J)
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
3
|
21
|
-6
|
7.0%
|
-
|
Pan uppercut. Can Reverse Beat from it.
|
H6C~6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
100%
|
-CH-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
4
|
20
|
-6
|
6.0%
|
-
|
Second hit of the pan rekka.
|
H6C~6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
784
|
100%
|
-CH-
|
H
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
4
|
20
|
-6
|
10.0%
|
-
|
Charged followup becomes an overhead.
|
H6C~6C/6[C]~236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
686
|
50% (O)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
6
|
21
|
-9
|
6.0%
|
-
|
Rekka ender. Wallslams on hit.
|
|
Kohaku Specials
A [A] B [B] A/[A]~A B/[B]~A ~B ~C EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
656
|
96% (M)
|
(SP)*, -CH-, -EX-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
2
|
29
|
-13
|
10.0%
|
Clash 4-5
|
[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
950
|
60% (O)
|
-CH-, -EX-
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
2
|
44
|
-28
|
10.0%
|
-
|
Low slash. Charged version knocks down and is an overhead. Uncharged version can cancel into 236B on hit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
656
|
70% (O)
|
-CH-, -EX-, (J)
|
LHA*
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
44
|
-24
|
3.0%
|
Clash 4-5
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
980
|
70% (O)
|
-CH-, -EX-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
44
|
-24
|
10.0%
|
-
|
High slash. Charged version wallslams and is air-unblockable.
|
A/[A]~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
294
|
70% (O)
|
-
|
LH*
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
4
|
28
|
-18 ~ -17
|
8.0%
|
-
|
B/[B]~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
294
|
85% (M)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
40
|
-38
|
3.0%
|
-
|
~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
35
|
-
|
-
|
-
|
~C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
18
|
-
|
-
|
-
|
For non-EX versions, any of these can be used on hit, whiff, or block:
- Pressing A will do a follow-up attack, launching the opponent. Will launch behind Kohaku if done from A slash, and upwards if done from B slash.
- Pressing B will do a follow-up roll.
- Pressing C during startup will cancel the attack.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
2000
|
1568
|
100%
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+5
|
1
|
55
|
-38
|
-100.0%
|
Full 1-7
|
Low slash. Untechable launch.
|
|
A B C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
70% (O)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14 (min)
|
4
|
54
|
-14
|
5.0%
|
Clash 11-12, 15-18*
|
Kohaku commands Hisui to perform one of her moves. All versions make Hisui dash toward the opponent before attacking.
5B assist. Air unblockable and wallslams on hit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1342)
|
(821)
|
70% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13 (min)
|
8
|
55
|
-2
|
8.0%*2 (16.0%)
|
-
|
5C assist.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
196
|
70% (M)
|
-
|
HA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25 (min)
|
4
|
56
|
-3
|
7.0%
|
Clash 12-23, 26-29*
|
j.C assist. An overhead unlike H214C.
|
|
A B C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
70% (O)
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22 (min)
|
4
|
14
|
-
|
5.0%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1342)
|
(821)
|
70% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25 (min)
|
8
|
14
|
-
|
8.0%*2 (16.0%)
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
294
|
75% (M)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
33 (min)
|
4
|
14
|
-
|
8.0%
|
-
|
Aerial Hisui assist series. Does not have the grounded version's clash frames, and air C assist is not an overhead.
|
|
|
A (~[X])
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
333*N
|
98*N
|
100%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
57 (~171)
|
X
|
49
|
-
|
3.0%*N
|
-
|
Kohaku puts out a spinning pine tree that goes diagonally upwards. The take-off can be delayed by holding any button beforehand, giving you a negative-edge type attack.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
280*8 (1724)
|
(782)
|
-4%*8
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
80
|
32
|
53
|
-
|
3.0%*8 (21.0%)
|
-
|
This version puts out a grounded multihit spinning tree.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 250*12 (1986)
|
(1521)
|
-4%*8
|
-
|
LH (1), LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+23
|
15 (12), 1 (7) 1 (9) x5, 1 (5) 2
|
4+34
|
-
|
-100.0%
|
Full 1-5
|
Pulls out a cactus that performs a series of punches. On hit, this will finish with a superflash into a wallslam hit.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*4
|
588*4
|
80% (O)
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+113
|
X
|
3+46
|
-
|
-150.0%
|
-
|
Special plant that spits 4 fireballs. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
49
|
50%
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+108
|
72
|
3+36
|
-
|
-150.0%
|
-
|
Special plant that spits a slow poison projectile. On hit, it will inflict a damage over time effect on the opponent for approx. 15 seconds, though that effect only deals recoverable damage. The DoT effect automatically ends if Kohaku is hit. Will correct which way it faces if it appears behind the opponent. Costs 150% meter.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
24+100
|
-
|
-100.0%
|
-
|
Kohaku injects herself with drugs, granting her Blood Heat and super armor during its duration. After the long super flash, there is a long startup (100f), and it can only be safely used if the opponent is under cactus lockdown. The Blood Heat lasts 300f (5 seconds), shorter than Full Moon's maximum Blood Heat duration (750f, or 12.5 seconds). The super armor will end early if she gets thrown.
24f of startup, then long super flash, then 100f before it becomes active.
While cool-looking, this move has no real practical uses.
|
|
Arc Drives
|
Hisui
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
8080 (4837)
|
(3031)
|
100%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+3
|
4
|
29
|
-15
|
removes all
|
Full 1-9
|
Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7680 (4589)
|
(3140)
|
100%
|
-
|
LHA
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+4
|
4
|
22
|
-8
|
removes all
|
Full 1-10
|
Hitgrab-type Arc Drive, follows up into fast series of attacks from both maids, finishing in the assisting maid's air throw. Ends in a knockdown that's untechable if done as Hisui lead, and ground techable as Kohaku Lead.
|
|
Uncharged Fully Charged
|
(Min. Charge)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*3 (2629)
|
(2577)
|
90% (M)*3
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+1+7
|
X
|
25
|
27
|
removes all
|
Full 1-24
|
(Max. Charge)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*8 (4668)
|
(3392)
|
95% (M)*8
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+378+7
|
X
|
25
|
92
|
removes all
|
Full 1-3, 375-398
|
Hisui charges up and delivers a dashing blow through the opponent. If the C button is held, Hisui delays her invulnerable blast of energy, which grants the projectile more hits once it is released.
|
|
|
Ground Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200*2, 1600 (3682)
|
(2626)
|
100%
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
36+48 (min) 30+48 (min)
|
6 (11) 3 (35) 4
|
36+38 3
|
-
|
removes all
|
-
|
Hisui commands Kohaku to perform her Arc Drive. Unlike the solo version, this one doesn't function like a dashing command grab and instead Kohaku automatically performs a blockable 3-hit sequence when coming in contact with the opponent. Wallslam into ground-techable knockdown on hit.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
4700 (2176)
|
(859)
|
50% (O)
|
-
|
U (Whiffs vs Air.)
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+14
|
X
|
Knockdown*
|
-
|
removes all
|
Full
|
Kohaku dashes forward at high speed and goes into a 3-hit sequence that circuit breaks and knocks the opponent down. This is an unblockable that can only be evaded jumping. If this misses, Kohaku will hit the wall and be in an untechable knockdown state that allows for the opponent to OTG you.
|
|
|
Ground Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*3 (2629)
|
(2577)
|
90% (M)*3
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+7 15+7
|
X
|
6+40 2
|
-
|
removes all
|
-
|
Kohaku commands Hisui to perform her Arc Drive. About the same as the solo version, but cannot be charged.
|
|
Another Arc Drives
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*8 (4668)
|
(3392)
|
95% (M)*8
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+1+12
|
X
|
22
|
95
|
removes all
|
Full 1-25
|
Same as Arc Drive version, but it is automatically fully charged, which means it cannot be delayed.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
13800 (5238)
|
(3826)
|
50%
|
-
|
U (Whiffs vs Air.)
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+17
|
X
|
Knockdown*
|
-
|
removes all
|
Full
|
Essentially the same as Arc Drive version in the beginning, but it has much more hits and wallslams the opponent into a ground tech situation. More damage, but does not circuit break.
|
|
Last Arcs
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000 (1500 ~ 3000)
|
(1225 ~ 2254)
|
50% + 50% * remaining BH time
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+1
|
2
|
54
|
-
|
removes all
|
Full 1-52
|
Brainwasher Detective Hisui. It does somewhat low damage, but reverses the controls of the opponent for ten seconds and causes break for a staggering twenty seconds.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000 (3500 ~ 7000)
|
2930 ~ 5374
|
50% + 50% * remaining BH time
|
-
|
U
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+0
|
1+1
|
16+56
|
-
|
removes all
|
Full
|
The final battou. Goes into a cutscene on hit. Untechable knockdown.
|
|