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#2070761 ·published 2011-05-28 05:39 UTC
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Kei Kuroi
Health: 80. 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: 60. 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: 30. Kei has a piss-poor amount of magic. She starts the battle with it full, and can only regain it through trancing mid-combat (S).
Knocked down: After being knocked down, Kei reflexively teleports away. Normally, this will simply be to her feet in her current position. If, while knocked down, the player holds a directional key, they will teleport to another side of the battlefield. Her knocked down state lasts two seconds, and leaves her completely vulnerable.

Version 1 Moveset

↑: Jumps upwards.
↑↑: Double jumps into the air. Excellent for avoiding attacks.
→→: Dashes forwards, greatly increasing speed and only using a tiny amount of energy.
→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.
ZZZ: A series of standard kunai stabs, each one a little faster than the last. Highly damaging and has no cost, but its low, narrow range is a problem.
→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 angled towards the enemy's current location. Deals slightly less damage than the standard kunai throw and costs a little more energy.
X: Kei immediately stops whatever she's doing without so much as a flinch. Immediately cancels all actions without a single frame of vulnerability. 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: 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.
→X: Trails of rainbow light follow Kei as she teleports forward. Fast startup, and invincibility frames. Costs a decent amount of magic.
↓X: Kei teleports from midair to the ground, or simply disappears and reappears if already on the ground. The cheapest of her teleportation spells.
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.
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.

Version 2 Additions

←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. 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.
←→Z: Tosses a poisoned kunai forward. Long startup as Kei applies the poison. On hit, the target slowly takes damage disproportionate to the attack's energy cost, but this effect is ended if the character trances, regains hit points, or gains superarmour through some means.
↑A: Kei conjures a gigantic Mahjong piece to act as a platform that gives her more aerial mobility. This platform lasts for thirty seconds and can be safely ridden by both Kei and her opponent. Costs a good amount of magic.
↓S: Kei uses magic to slow down the movement of her kunais. The effect lasts six seconds. Costs a small amount of magic.
↑S: Kei uses magic to speed up the movement of her kunais. The effect lasts six seconds. Costs a large amount of magic.

Version 3 Additions

A: Summons demonic dust to aid Kei, who uses it to compel the enemy to stand down. If Kei completes the attack, which has a long startup and high magic cost, then they will be completely vulnerable for three seconds.
→→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 throws a fan of kunais above, below, and in front of her that blankets a fair amount of the screen. Very long startup and massive energy cost. The kunais also do low damage individually.

Aiko Kataso
Health: 120. Well above average. Aiko can take more punishment than most characters, and so has more room for error.
Hitstun: Low. Aiko recovers from hits quickly.
Magic: 80. Aiko uses magic for most of her best attacks, and has a large reserve of it. She can regain it via trancing (S) or certain abilities.
Energy: 40. Aiko has an energy bar that starts full and steadily regenerates, like with other characters. Her energy bar is smaller than most, and used for fewer attacks.
Knocked down: After being knocked down, Aiko irradiates herself with magical energy that causes damage to anyone who attacks her for the duration. After three seconds, the energy becomes enough to make her invulnerable as she stands up. Her knocked down duration is longer than most, however, and leaves her more open to taking damage for its duration.

Version 1 Moveset

↑: Jumps upwards. Her standard jump is shorter than most characters.
↑↑: Double jumps into the air. Her double jump, however, is higher than most characters, and will combined with her single jump result in slightly less overall vertical distance than a standard double jump.
↑↑↑: Begins flying. Aiko's body is smothered in magical energy that grants her superarmour and increased defence while flying. However, her flight is slower and harder to control than that of Natsuko and Kazue, and she can only fly in four directions. It also consumes energy and magic at a steady clip.
→→: Dashes forwards, increasing speed and using a small of amount of energy. Her dash is slower than most characters'.
Z: Momentarily conjures a claw of ethereal energy and slashes. Long startup, but high damage and knockback. Hits a fair area in front of her, including most crouching targets.
ZZZZ: A three-hit series of claw slashes followed by a kick that sends the target flying. Very high damage with several vulnerable frames in between each hit that faster characters can exploit. The last hit, if it lands, will send the target flying to the other side of the screen and result in instant knockdown. The last two hits both consume energy.
←Z: Aiko simply punches the target. Fast startup, but low damage and range.
X: Summons a wave of paper charms that pause for a moment then fan out in all directions. They deal little damage and no hitstun to the enemy upon contact, but explode in a shower of mystical energy upon coming into contact with enemy projectiles, destroying both the charm and the projectile. Costs a small amount of energy.
↓X: Conjures a gust of wind above an enemy's head that pushes them backwards and seriously hinders flight and jumping. Costs a decent amount of magic.
C: Aiko raises a shield of black magic. Far more resistant to projectile attacks than melee attacks, and drains Aiko's magic rather than energy. The blockstun is fairly long, but can be cancelled into either a dash or one of Aiko's two wind abilities.
A: Aiko aims a slow-moving, burning paper charm at the enemy's current location. A slow-moving projectile that deals high damage and will set the enemy ablaze, causing them damage whenever they perform a Z, X or A-based action for the next six seconds. Costs a small amount of magic.
→→A: Aiko pauses only briefly before unleashing a wave of sharp monochrome plumes of deadly magical energy that hit a massive beam shape in front of her. Deals a large amount of damage and hitstun if it hits, and is far faster than most of Aiko's attacks. Consumes a decent amount of magic and a small amount of energy.
←←C: Aiko casts a spell of purification that heals her of poison, bleeding and other debuffs and restores a tiny amount of health. Costs a moderate amount of magic and a large amount of energy.
S: Trances until Aiko's magic is full or she is hit. Because she has far more magic than most other characters (and can, accordingly, cast a higher number of her costly skills), it takes her ten uninterrupted seconds of trancing to regenerate all of her magic.

Version 2 Additions

→X: Conjures a gust of magical wind that reflects non-magical projectiles and pushes an enemy backwards slightly -- slowing their forward movement and speeding up their backward movement. Costs a small amount of magic. Aiko is capable of moving around and attacking for the spell's duration. Costs a large amount of energy.

Version 3 Additions

↓Z: Grabs the enemy with a claw and smashes them into the ground. Very long startup makes it poor for usage in combos. Deals a large amount of damage and seriously drains energy and magic upon block, and knocks down the target after usage. Hits directly above Aiko for the first few active frames, so cornered enemies will have a very hard time fleeing.
X: Summons a wave of paper charms that pause for a moment then fan out in all directions. They deal little damage and no hitstun to the enemy upon contact, but explode in a shower of mystical energy upon coming into contact with enemy projectiles, destroying both the charm and the projectile. Costs a small amount of energy.
→↓→X: Two sets of chains appear from the edges of the screen in a criss-cross shape centred on the enemy's current location at the time of casting. They take a few seconds to fully extend, but will block movement and deal serious damage upon hit. The chains have health and can be destroyed by attacks or projectiles, or will wither away after eight seconds. Costs a large amount of magic.
↓C: Aiko places a single paper charm on the floor below her. If the enemy steps directly on it or jumps or flies over it, the charm suddenly expands and rises upwards. If it comes into contact with the enemy, it will rise up further until it smashes the target onto the edge of the screen or the ceiling. This does a large amount of damage, breaks blocks, and drains energy and magic. It will also smash the target into other solid objects such as platforms or objects summoned by the enemy. Costs a large amount of magic.
→↑→A: Aiko causes an explosion of white magical energy that erupts quickly and hits a wide area. Upon hit, the target will be knocked down and have their defence reduced slightly for the rest of the battle. Consumes a large amount of magic.
←←←A: Aiko strikes a pose before causing tiny grey magic needles to rain down upon the entire battlefield, and the spell lasts for a few seconds after Aiko finishes it casting. Because it has such a high spread, it will almost always hit a non-blocking enemy, and while its hitstun is low, it does a fair amount of damage over its duration and allows Aiko to take back control. Accordingly, it consumes all of Aiko's remaining magic to use, and its duration is based on how much magic is spent.

Kazue
Health: 100. Average. Kazue can take enough hits to actually do her job.
Hitstun: Average. Kazue flinches and is knocked down by attacks as normal.
Energy: 60. Most characters have an energy bar. Kazue does too, and she's reliant on it for many attacks.
Magic: 40. Kazue's magic is lower than her energy. Like every other character, she can trance (S). Unlike some other characters, she has ways of regaining magic other than trancing.
Knocked down: After being knocked down, Kazue tumbles backwards gracefully before regaining control and flying back up to her feet. She can still take damage during this, but will regain control after a full second.

Version 1 Additions
     
↑: Jumps upwards. Kazue's jump has much slower descent than most other characters.
↑↑: Double jump. Jumps further up into the air, useful for avoiding attacks.
↑↑↑: Kazue begins flying. Her movement while flying is slow, but very maneuverable, and she is harder to hit while flying. Steadily consumes energy while in use.
→→: Dashes forward. Reasonable speed, and floats slightly above the ground, so low-hanging attacks done by crouching opponents will miss.
→→: Midair or flying version. Kazue dashes forward rapidly. This consumes a large amount of energy, but is extremely useful for avoiding attacks.
Z: A quick lash from the whip of love. Deals low damage, but fast startup and hits a decent area around Kazue.
ZZZ: Performs a rapid combo involving all three of Kazue's weapons. First strikes with the whip, which hits above and behind Kazue. Then brings her sword down for an overhead chop with the other hand. Finally, Kazue stabs with the Lance of Longinus. If all attacks hit, the opponent loses energy and magic and is knocked down.
←Z: Kazue readies her sword behind her, charging shadow energy onto its blade slowly. Holds until released. When released, slashes forward, releasing Rin's spirit for a slash. If the slash hits, Kazue follows up with a supersonic dive.
→Z: Stabs forward with the Lance of Longinus. Rather long startup, but long range. Upon hit, causes the opponent to bleed, dealing a small amount of damage over ten seconds to them -- more if they attack or are hit in melee.
→→Z: Slashes with the maid sword. A crescent-shaped wave of energy echoes from the point she slashed and travels forward at a measured pace, dealing damage to an opponent who is hit by it. Consumes a large amount of energy and a tiny amount of magic.
X: Kazue flips into the air past the opponent. If she would have been hit by a physical attack, the enemy is stunned until hit, allowing her to perform any single attack freely.
C: Kazue wraps herself in her wings. A stable block that only consumes energy, and at a very slow pace. Kazue can also move during the block, albeit very slowly. This block's only weakness is that it is grounded, rendering Kazue unable to block in midair.
↓A: Kazue plunges the Maid Sword into the ground, and pillars of astral shadow burst from the ground in a bell curve, with seven pillars, the fourth being the highest-reaching. Long startup and vulnerability for the duration, but massive damage and coverage. Upon being hit by one of the pillars, the enemy will automatically be knocked down. Costs a high amount of energy and magic alike.

Version 2 Additions

→C: Kazue readies her whip for a lassoing motion. Once the opponent is in range, Kazue sends the whip flying out. Fails if the enemy is dashing or moves out of range; otherwise, Kazue grabs the enemy and ropes them in towards her before kissing them. Deals minor amounts of damage, breaks blocks, and restores a high amount of energy and magic to Kazue upon hit. Otherwise, Kazue uses a large amount of energy and has many frames of vulnerability.
←C: Kazue raises and twirls her spear. This ability will instantly block any non-magical projectiles without penalty, but will leave Kazue vulnerable to magical projectiles and normal attacks. Can instantly be cancelled by X. Otherwise, lasts as long as the button is held down and for one second afterward.

Version 3 Additions

A: Kazue throws her dice up into the air. Depending on where they land, she will either gain magic, lose magic, gain energy, lose energy, gain health, lose health, gain superarmour for six seconds, gain an attack boost for six seconds, gain a defence boost for six seconds, or the opponent will instantly take a samll amount of damage. Kazue is vulnerable during startup.
←A: Kazue charges her sword behind her for a minimum of half a second. She slashes it, throwing rin out for a supernatural slash. Range determined by charge. If it hits, Kazue dashes in on her own and hits. Damage not reliant on charge. Uses a large amount of magic, for a combo finish.
↓←↑→A: Kazue activates her dress and begins to glow darkly. She gains superarmour, an attack, defence and movement speed boost, and immunity to all status effects for ten seconds. However, the ability costs a massive amount of magic and energy, and after the ability ends, her magic and energy generation rate will be slowed to 25% of normal for the rest of the round.
↓↓→→A: Kazue gently lets Mister off her shoulder. He charges forward, dealing a small amount of damage and knocking down any enemy that comes into contact with him before he leaves the screen. Costs a moderate amount of energy.