Kei Kuroi
Health: Below average. Kei's job is avoiding hits, not taking them.
Hitstun: High. Kei spares a moment to bitch and swear after being hit.
Energy: As with Nanami, Kei has an energy bar that depletes with the use of certain mechanics, begins the fight full, and regenerates over time.
Magic: Kei has a piss-poor amount of magic: the gauge displaying it will probably not be even one-fourth the size of her energy gauge. She starts the battle with it full, and can only regain it through trancing mid-combat (S).
↑: Jumps upwards.
↑↑: Double jumps into the air. Excellent for avoiding attacks.
→→: Dashes forwards, greatly increasing speed and only using a tiny amount of energy.
→→: Midair version. Kei dashes forwards in midair, temporarily suspending gravity. Consumes a higher amount of enery and a small amount of magic.
→C→: Kei dashes forward, flickering in and out of view as she does so. Lowers damage taken for the duration at the cost of rapidly draining energy and magic.
Z: A single kunai lunge. Very narrow hitbox, but quick startup and decent damage.
←Z: The Maid Killer, a special whip earned from a trance battle. Hits behind and above Kei before hitting straight forward. Deals much higher damage than the kunai with longer range, but higher startup. Costs a small amount of energy.
→Z: Tosses a kunai forward. Kei can throw kunais for as long as she has the energy, but each toss has a small energy cost.
←↓→Z: Tosses a kunai forward. After a few seconds of flight, the kunai redirects itself and homes in on the enemy's current position. Consumes a large amount of energy.
X: Temporarily becomes invisible. Immune to damage for a few frames, and allows for very controllable movement. Uses a tiny amount of magic.
→X: Trails of rainbow light follow Kei as she teleports forward. Fast startup, and invincibility frames. Costs a decent amount of magic.
←X: Kei warps backwards in a flash of blue light. Fast startup, and the flash temporarily freezes projectiles during and for a split-second after its duration. Costs a decent amount of magic.
C: Parries to block attacks, while summoning a magical shield as an emergency measure. Blocks attacks using energy first, then magic second. Lasts longer than most characters at the cost of draining resources heavily. Kei's blockstun duration is shorter than most characters and can be cancelled into her teleportation.
A: Takes drugs specifically mixed for battle. Long vulnerable period, but Kei has superarmour during the effect. For the next ten seconds, Kei deals more damage and moves faster, but takes double damage from all attacks. Consumes a large amount of energy.
→→A: Kei strikes a pose, and then rushes forward, one dagger in her mouth and one in each of her hands. Long startup, but usable from midair (in which case Kei swan-dives right towards the opponent). Deals a large amount of damage on connect. Upon a miss, Kei faceplants and is vulnerable for a full second while she gets up. Consumes all energy.
←←A: Kei teleports away, and then appears behind the opponent, performing a faster, stronger version of her standard Z attack. Unblockable, and staggers the opponent, lowering their defence for a short time, upon hit. Costs a large amount of energy and magic.
↑A: Kei conjures a platform above her head made of pulsating rainbow energy that bobs up and down. This platform lasts for thirty seconds and can be safely ridden by both Kei and her opponent. Costs a good amount of magic.
S: Trances. Most magic-using characters have this, and Kei is no exception. Trances until full on magic or hit. Under normal circumstances, Kei will go from zero to full magic in five seconds.