Fubuki/Rehhyō/Hirensō all Freeze once on contact, but cannot Freeze again if a second attack of the same type is initiated in a combo.
Hishōgeki hits 5 times all Freeze on contact. Only one can be out at any time.
Aerial Hishōgeki fires 6 Hishōken blades, all Freeze on Contact.
Hishōken Freezes on contact, but unfreezes if a second hits it.
Musō Senshōzan is a multihit on hit or block but the blade swoop or freeze won't come out if it is too far away at the start and blocked. Freeze can link with 2D possibly for more hits. Can only hit the full amount of hits in the air if the attack lands squarely (clean hit at the opponent's abdomen).
2D produces a wave of 3 Reitō blades that appear below and move the frozen opponent towards Jin.
6D produces a wave of 3 Reitō wings that push the opponent away from Jin.
Ice Rules: Jin can usually manage to Freeze his opponent up to 3-4 times per combo, particularly with 6D.
Tōga Hyōjin produces 2 waves of ice which hit for 13 hits.
Hiyoku Getsumei has 24 hits and hits for the 25th with Kokūjin: Yukikaze.
Kokūjin: Yukikaze has auto startup if it is not triggered, however Jin is vulnerable to attacks after the shield disappears. It is unblockable once active, and causes Freeze/Knockdown on hit and can relaunch with 2B on some occasions.
Continuum Shift Extend only: Hiyoku Getsumei can now be done in the air.
Calamity Trigger only: Long ranged Muzzle Flitter.
Has Double Airdash and Triple Jump (1 Super Jump + 2 extra jumps/1 Super Jump + 1 Jump + 1 Airdash).
Increase in Speed.
Chain Revolver now has 10 Links after the Initial attack.
Chain Revolver Rules: Every Chain can cancel into Special Attacks, Every OTHER D chain can cancel into another D chain (so in other words every other D move has to come out before another can be cancelled), all Chain moves can be followed up with another of the same type (such as 6B, 6B), lastly, the chain can be ended with up to three Spring Raids which links into Fenrir.
Revolver Assault has a Jump Cancel property that lets Noel jump +1 times after the move is done (up to 3 times depending on remaining aerial options).
Optic Barrel can Cancel into itself up to three times (A/B/C forms).
Muzzle Flitter has slightly more range.
If Fenrir muzzle connects at close range, Nemesis Stabilizer fires three times instead of once.
Thor fires 5 missiles instead of one and crushes normal barrier (Tager's barrier also).
Can Dash Cancel from 6A, 5C, 6C, and 2C on hit and block.
New Distortion as of Extend. Noel rushes through the opponent and clashes her guns like her Astral, creating a large multi-hitting explosion near the opponent. Likely a reference to Toki's Ujou Danjin Ken of Arcsys's Hokuto fighter.
New Distortion as of Chronophantasma. Noel performs a series of Silencers. If it connects up close, she goes into an autocombo with Muzzle Flitter and ending with Thor.
Calamity Trigger only: Sword Iris does not affect any Tiny Lobelias.
Possible minor boost in push/pull with Silpheed.
Silpheed gauge regenerates at a very fast rate.
Impish Gypsophila will remain onscreen until Rachel is hit and can be used any number of times depending on how many wind stocks she has.
George XIII will remain on screen until it is killed (2-3 hits so about 1400 HP or so). George takes a hit whenever Rachel gets thrown, which equates to 2 throws worth to kill George. Then he enters a rather large cooldown phase before he can be summoned again.
Tiny Lobelia will fire 3 seeds of varying angles and formations, usually 2 pairs of rods and a rod spaced out away or towards her. She can use 214C to summon Lightning on the ground or in the air after these are summoned.
Tempest Dahlia now throws every single item from the various versions of the move when Silpheed Gauge is maxed out. Other versions are the same as normal.
Continuum Shift II/Extend only: Her 5CC has spinning stun properties.
New Distortion as of Extend. Rachel performs a small backdash, then 2 seconds later a Baden-Baden Lily that is about twice the size of a regular one crashes down on the opponent, growing smaller in size with each hit.
New Distortion as of Chronophantasma. Rachel flies into the air and rains down a stream of pumpkin-headed bats which can bounce around the screen through use of the Silpheed gauge after activation. This is a carbon copy of Storm's Hailstorm hyper from Marvel vs. Capcom 3.
Calamity Trigger only: Dancing Edge is faster, but can't be stopped by A, turned around by B, or bounced by C.
Increase in Speed.
Has Triple Airdash and Quadruple Jump (1 Super Jump + 3 extra jumps/1 Super Jump + 1 Jump + 2 Airdashes / 1 Super Jump + 2 Jumps + 1 Airdash/1 Super Jump + 3 extra Airdashes).
Dancing Edge is now limited to 5D or j.D and is a single pounce attack that does about 5000 damage, and has the Distortion Drive sound effect on startup. Warning: 2D and other j.D moves no longer work except special inputs, this move cannot be feinted or crossed up.
"Kitty Litter Special!" throws 3 projectiles or one large Kaka kitten at random.
"Kitty Litter Special!" Bowling Ball produces any number of hits until it rolls behind the opponent's hitbox in the corner.
A fully charged C attack produces a Fatal Counter on hit, regardless of whether or not it is in fact a counter hit (2C/5C/j.C).
"I'mma Beat the Crap Outta You!" does 100 Hits.
"Almost Becoming Two!" drains about 1.5 times slower, so it lasts longer.
"Almost Becoming Two!" also enables D attacks to be jump cancelled.
Cat Person's Secret Art: Hexa-Edge (j.236236D) - Hexa-Edge can now be done in the Air, is much faster and does more hits, which can be amplified even more by "Almost Becoming Two!". If Tao misses this attack she doesn't do a Wrestling Pose, if it hits, she will, so to combo after it a RC would be needed.
New Distortion as of Extend. A small Kaka runs in carrying a bomb and targets the opponent. The blast is unblockable.
Almost Becoming Two!
No longer her Overdrive.
Cat Person's Secret Art: Advanced Hexa-Edge
New Distortion as of Chronophantasma. Taokaka performs a variant of Hexa-Edge that involves dashing through her opponents 5 times. This move is similar to Sabretooth's Berserker Claw X super in Marvel vs. Capcom 2.
New Distortion as of Chronophantasma. A Kaka kitten rushes in on a giant bowling ball to ram the opponent. This move is taken directly from Teddie's Circus Bear super from Persona 4 Arena.
New Distortion as of Extend. Carl performs his own version of Relius' Vol Tedo super. This move eventually became an Overdrive-exclusive Distortion in Chronophantasma.
Deus Ex Machina (Classic)
Deusu Ekusu Makina (Kurashiku)
New Distortion as of Chronophantasma. This is Carl's original Astral turned into a Distortion. There is no longer a timer, and Nirvana explodes immediately after activation. Just like before, however, this move will instantly disable Nirvana upon activation.
Increase in Speed (when not equipped with Mantenbō).
Litchi has a special teleporting ground dash that can dash behind opponents whenever she's equipped with Mantenbō, in which she is completely invincible.
Litchi also has a Yin-Yang Gauge (similar to Jam Kuradoberi) with a maximum of 10 that determines the strength of her Three Dragons attacks, as well as the strength of her Straight Through follow up strikes.
The following attacks add 1 increment to her Yin-Yang Gauge (when equipped with Mantenbō): 6A, 6B (on hit), 6C, 3C, j.C, also note that j.C has a spinning stagger effect on opponents on the ground.
Her Three Dragons moves are all multihit and when charged do extra damage, have extra range and stun and all are aerial moves as well.
All Green creates 3 waves of energy (similar to Terry Bogard's MAX version of his Power Geyser, called Triple Geyser).
Creates a defensive parry, this can absorb any sort of hit or multi-hit as long as it is out, including projectiles, doing so adds to the Counter Gauge the number of hits it absorbed. Is only out for a short time, but can cancel into itself to extend the number of hits it aborbs. Cannot parry sweeps or lows.
Forward dash is now his swim animation and no longer warps behind the opponent, can be held to be used as a run.
3C homes in on opponent regardless of distance.
"If P then Q" teleports are noticeably faster.
Zero Vector Clouds fill Curse Gauge to full on contact and are unblockable, but don't last very long when summoned.
All Drive attacks (2D, 5D, jD, 6D) will now fill the Curse Gauge by 50% on block, but fill it to full if the hit lands, though this won't matter if an attack like 2D is blocked twice which will result in Curse anyway.
When opponent is cursed, all bug summons now create 3 of that bug on the screen at once.
Crimson Gauge drains much faster than normal because of this.
"y two-dash" creates a downward arc that can be Tiger-Kneed (2369C on the ground) into a full arc across the screen at a high angle.
"f of g" (Air bug summon) calls twice as many bees and curses them as a result.
"f inverse" is a 60-98 hit laser of bugs and can be cancelled with itself.
Hidden pseudo-Astral Heat (Astral Heat music plays when opponent is hit, but does not result in an Astral Finish). Arakune spits out a bag of writhing bugs that if hit by any character opens the bag and unleashes small pink insects that begin to follow Arakune around on the ground, if any one of them should come into contact with the opponent it is instant death to that character no matter how high their HP is (note this method was used to determine the HP of all Unlimited Characters). Also, if Arakune is at any point hit when these pink bugs are out, they disappear immediately, unless they manage to hit the opponent just as the opponent hits Arakune. Also they disappear after a very short interval if untouched. The Bag O' Bugs cannot be opened by Arakune, and will disappear if left alone. The bugs can instantly kill George (even Unlimited), but cannot disable Nirvana.
square root of f
スクウェアルートオブウェブ, Sukuwea Rūto Obu Ebu
New Distortion as of Extend. Arakune performs Eddie's Dark Sentinel super from Guilty Gear, morphing into a gigantic version of his 2C (swimming) animation and rushing the opponent.
g of f
Ji obu Efu
New Distortion as of Chronophantasma. Arakune performs his 5D, and if it connects summons all of his bugs at once to fill the screen, including all of his old bugs from previous versions.
Ground Dash after so many frames is invincible to any attack and projectile except lows, sweeps, and throws.
6A has a larger Magnetic pull when held down.
5D can be held down for magnetic pull and a stronger punch.
4D can be held down for feints or just for the magnetic pull, or pushed and released for the actual hit.
2D can be cancelled into any special move (such as 22D or A Sledge Hammer) and is a dashing multi-hit.
Gadget Finger can pick standing/crouching opponents regardless of whether or not they are knocked on the ground. It can also be cancelled for Magnetic pull.
5C and 2C can be jump cancelled.
Tager starts with a full Magnetic Gauge that now has the capacity for two Spark Bolt shots!
Voltic Charge (421B) - In Continuum Shift, 214D is changed to its Calamity Trigger input. Voltic Charge has a significantly larger charge amount (one full charge fills the Magnetic Gauge more than halfway, giving him one Spark Bolt shot).
Magna Tech Wheel > Terra Break, no longer costs an additional 50% Heat to do.
Genesic Emerald Tager Buster (1C/3C) - Easy Input, magnetism pull is much stronger, can grab the opponent in just under a second.
Calamity Trigger only: Genesic Emerald Tager Buster instantly pulls opponent in, regardless of range or magnetism.
King of Tager (1D/3D) - Easy Input, but still costs 100% Heat and 1 Burst Icon.
Chronophantasma only: 2D knocks opponent into the air.
Void Tempest: Bang Drop (Ground) is now a dashing command grab (though it can whiff if the opponent jumps), and has one extra hit. When it connects, each hit generates a Fu-Rin-Ka-Zan seal. Ends with Bang on the Ground.
Heavenly Ascension: Bang Drop EX has an extra hit. When it connects, each hit generates a Fu-Rin-Ka-Zan seal. Ends with Bang in the Air
Heavenly Rain throws 3 kunai regardless of type, j.236B is an especially large explosion, for example.
Instant Ninpo uses 2 nails to put up 2 bumpers at a time.
Bang Ultimate: Iron Storm now rains twice as many nails on the opponent as it normally does (with 12 nails from the Gauge).
Bang's Shishigami-style Technique: "Bang's Infinate Chaos-Fist of the Void" is 236236D instead of 236236A.
Chronophantasma only: Steel Rain tracks the opponent and rains down many more nails.
Chronophantasma only: Void Tempest: Bang Drop and Bang Drop EX's hits are reduced to 3 like the original, aerial version has a small airdash forward, and neither grab generates Fu-Rin-Ka-Zan seal unlike previous versions.
Chronophantasma only: Fu-Rin-Ka-Zan is a Distortion Drive like the previous games. Bang has a new Overdrive: Erupting Soul.
New Distortion as of Chronophantasma. Bang teleports to the opponent, knocks them into the air, then performs 4 cross-shaped slashes using duplicates of himself ending with ramming his nail into the opponent like his new Distortion. This move is a reference to Zantetsu's SDM from Last Blade, Yami Kari.
Continuum Shift Only: Lambda-11's Unlimited form is Nu-13.
Continuum Shift Only: With Japanese voices enabled, her voiceclips are taken from Calamity Trigger.
Heat Gauge automatically fills up.
Twice as many blades appear during Sword Summoner DD attacks.
5DD, 6DD, 4DD, 2C, and 6C can all be Cancelled by Act Parser again (44 or 66 input).
DD moves combo again like in Calamity Trigger.
5DD > 4DD now combo, but both are not jump cancellable.
2C is fast again.
Many of Lambda's gatlings (2C > 5C) are not present. Nu retains many of her CT normals.
Gravity Seed is now no longer limited by a Cool Down period and has far different properties to Lambda's.
All D Specials can be delayed/feinted/inverted by holding C once again with the exception of Spike Chaser, which is always a full screen projectile.
Calamity Sword is more uniform in hits than it was in Calamity Trigger and bounces the enemy away from Nu.
Legacy Edge does more hits than Lambda's version.
Chronophantasma Only: Legacy Edge can now be delayed.
Act Parser: Zwei is now a command grab. Blade has less cooldown, allowing follow ups into Cavalier. Cavalier no longer causes a wallbounce but instead causes the opponent to travel fullscreen and can be cancelled into Act Parser (44/66).
Sickle Storm from Calamity Trigger returns.
Chronophantasma Only: Supra Rage deals many more hits.
Chronophantasma Only: Face Lift has been removed and, in turn, Dia and Luna Formas have been removed. Now uses a mixture of the best of both styles.
New Distortion as of Extend. Nu teleports directly to her opponent's location with her 4B, grabs the opponent, and performs her air throw from maximum height.
Sword of Izanagi
冥王の剣, Izanagi no Tsurugi
New Distortion as of Chronophantasma. Nu performs her own take on Mu-12's Wisdom of the Divines, stabbing her opponent with a 5D, then summoning several swords to cut the opponent, ending in a Calamity Sword.
Magatama gauge gets a 2.0x multiplier in regeneration speed.
Now has a small set of combos reminiscent of Last Blade's Speed Mode:
5A>5A>5B (mixup does not combo, but 5B links to other combos)
5A>5A>5C (causes minor floor slide on hit... if only 5C of this combo hits, floorslide is untechable)
With the exception of Distortion Drives (Shippu/Yukikaze), all Specials only cost 1 Magatama.
2D, 5D, 6D Zanshin moves counter with Yukikaze; this move is blockable for about 5 hits unless they are trapped by the frame counter.
j.D Zanshin move results in meterless Tsubaki move. Can be used to create Fumajins as well.
Fumajins may/may not stay out longer when created.
Kokūjin: Shippu projectile hitbox is a huge multi-hit and has massive popup and knockback if the enemy is hit by the main part of it. Has huge blockstun and can be used to trap an opponent into blocking the unblockable Yukikaze if it is cancelled from Shippu.
Yukikaze activates regardless of whether it was triggered and after so many frames, Hakumen is invincible during the rush animation. This attack is unblockable as well. If the shield disappears and the enemy is close enough Hakumen can be hit or thrown out of the attack.
623 performs a small invincible Kishuu dash that can Cancel into specials and various other moves if certain buttons are pressed:
623C (Sword Sweep)
623A/623~A: Enma: There seems to be two different types of Enma, the normal one that's delayed, and a more precise lighting fast version that's trickier to input, try holding A down before finishing the directional input to get it out (both do not cost any Magatama). Only fast version is Jump Cancellable.
Note that during the Kishuu dash he is invincible, until he cancels into any move, then he can be hit out of the move, also technically note that he is not really cancelling the dash into the special moves above, he is merely dashing (stopping) and then doing the specials, it just looks like a cancel because of the speed of the input.
Uses voice set "Generic Type C" (AKA Terumi voice)
New taunt: he laughs while holding his hat.
Has a 1.1x Damage Modifier Boost
Hazama has a special ring-like shield around him that drains the health of anyone within the circle, also any attacks he lands while they are in the circle will give him HP back, but not "outside" the circle, so he is limited in that regard.
Serpent's Benediction moves can now be performed without going into Serpent's Benediction (elaborated in Extra Inputs section).
If Serpent's Benediction moves are performed with Serpent's Benediction, they will always be the blue, glowing versions no matter how much time is taken to charge them.
Bloody Fangs, instead of stunning the opponent, now does a miniature Eternal Coils of the Dragon Serpent.
Eternal Coils of the Dragon Serpent may or may not have faster startup/higher priority. Is also a low hit.
Faster movement; forward step can now be interrupted with a jump.
Chronophantasma Only: Serpent's Infernal Rapture now has auto-tracking properties.
Heatless Version, takes 1 Increment off Guard Gauge on Guard, and Cancels in to Rising Fang and Falling Fang. Like this: 236B->j.214A->214B. (Note: Hazama's legs must be in the air to do the second part).
214A -> 214B
Rising Fang -> Falling Fang
牙昇脚 -> 裂閃牙, Gashōkyaku -> Ressenga
Jumping Rising Fang->Falling Fang: (j.214A -> 214B) (note that Wind Serpent's Fang (j.214B) cannot be used as a followup, only used by itself, and it can't Cancel in to other moves).
Version without Serpent's Benediction.
Version without Serpent's Benediction.
Version without Serpent's Benediction.
Added a Heatless Eternal Coils of the Dragon Snake as Follow-up.
New Distortion as of Extend. Hazama fades from view, as if doing Serpent's Infernal Rapture, but performs a Wind Serpent's Fang instead, knocking the opponent down and leading them into a Devouring Fang, followed by five Hungry Coils that slam the opponent into the ground on opposite sides with each Hungry Coil. He then performs his 6B as the opponent lies on the ground, then taunts them.
Yamata-no-Orochi's Thousand Fang Assault
New Distortion as of Chronophantasma. Hazama dashes through his opponent, and if it connects he performs several slashes before transitioning into Orochi Burenso.
Sword of Decimation (63214C) is no longer chargeable and behaves like Guilty Gear's Dizzy's Ice Spike. It can be easy to combo from.
Drive mechanics have been completely changed. Steins now act as projectiles and are able to hit the opponent while floating multiple times (similar to Dizzy's Ice Fish), but can no longer be charged to fire lasers.
Downward Forward Laser (j.D) - Fires 3 times.
Attacking Stein (j.2D) - Homes in on Enemy, Hits Twice.
Downward Forward Laser (5D) - Fires 3 times.
Attacking Stein (2D) - Homes in on Enemy, Hits Twice.
Upward Forward Laser (6D) - Fires 3 times.
Uppercut Charge Laser (4D) - Knocks the opponent upwards then charges up a high powered laser.
Continuum Shift II only: Arrows of Heaven (236A) is weaker, same damage and speed like in original Continuum Shift.
Continuum Shift Extend only: Uses her up-to-date balance changes.
Continuum Shift Extend only: Arrows of Heaven (236A) makes two speed projectiles.
A carbon copy of Dizzy's Imperial Ray from Guilty Gear.
八尺瓊曲玉, Yasakani no Magatama
New Distortion as of Extend. Mu creates four Arrows of Heaven in midair that lock the opponent in for a juggle if they connect. In Chronophantasma, the four Arrows of Heaven instead circle around her body in a similar manner to Strider Hiryu's Ouroboros and Rose's Soul Satellite from Super Street Fighter 4.
クサナギの怒り, Kusanagi no Ikari
New Distortion as of Extend. Mu "borrows" another one of Dizzy's supers (Necro's Anger). She traps the enemy inside her Astral circle as she summons four steins above her that rain powerful lasers on the opponent.
Also from Dudley. Requires 100% Heat/Can be done even if Makoto whiffs all her hits. Makoto rushes in with a Lunatic Upper which, if it connects, can mash B to make her do a rapid series of Infinite Rushes which can deal around 9000+ damage.
Idle stance changed, now waves hands about like Magneto from Marvel vs. Capcom.
Begins round with empty Wolf Gauge that regenerates after 22 seconds. When full, it rapidly regenerates whenever he's not jumping in human form. When emptied, it takes about 5 seconds to fully recover again.
j.C is his 6C normal (has no FC property however).
Forward Mini-dash instead of a Hop.
Wolf: 5B hits twice but can cancel into the first hit into itself for 3 hits total (from ground to air).
Wolf: j.B has no knockdown and can be used many times in a single jump.
Wolf: Any Direction+C has improved dash speed and distance (applies to Geschwind Wolf as well).
j.2C is his old j.C normal and has a slight diving property.
Wolf Ukemi: Can recover from many stun attacks by changing to Wolf and back with D.
New followup to König Wolf/Eisen Wolf: pressing A x 4 will have a chain effect and cancels into "Seismic Toss".
About "Zanseirōga Chains" (A x4 followup to König/Eisen Wolf): by itself it cannot cancel into anything else and auto-corrects depending on which direction Valkenhayn is in, so it can't be followed up. However, a Rapid Cancel can still be used to cancel it into another series of passes with König Wolf/Eisen Wolf or other moves, assuming Valkenhayn is in aerial range and in the right position to do so.
In any direction when the opponent is in the air. Hidden Distortion Drive. This move will always have a base damage of 2500 and will not prorate. Valkenhayn grabs the opponent and performs an Izuna Drop, slamming them headfirst into the ground.
as Wolf: 236236A
カイザーウルフ, Kaizā Vorufu
New Distortion as of Extend. Valkenhayn performs an enhanced version of Konig Wolf that drills the opponent until they hit the corner of the stage.
as Wolf: ???
New Distortion as of Chronophantasma. Valkenhayn howls briefly, and as surrounded by an aura of energy particles. As long as the aura surrounds him, he is locked in Wolf Mode, but he gains permanent Guard Point until the Wolf Gauge runs out.
Superjump height, distance while dashing, instant airdash speed, airdash speed/length have been increased.
Second jump, being a controllable Swallow Moon's height, movement speeds in each direction and length.
Airdash into normal Swallow Moon momentum speeds. (Unlike normal Platinum, players can't airdash after using Swallow Moon, due to both 88 and j.236C versions counting as a double jump. They are still allowed to airdash into the j.236C version, however).
Maximum height Swallow Moon stalling with Fan.
Air Mami Circular can be used as a crossup.
TK Swallow Moon (j.236C version, 88 version also TK-able).
Short combo showing off 22C (hits 3 times).
Miracle Jeanne & Cure Dot Typhoon short combo.
Dream Sally bubbles can now be popped by Platinum herself or the opponent to do damage (similar to Dizzy's bubbles).
Dramatic Sammy now knocks directly into the air, and is very easily combo'd out of. If no item is equipped, it can be chosen with a direction while the animation comes out. Doing so will refill the current item per usual.
Miracle Jeanne (236236D) now rains bomb-meteors (similar to Faust) in the current area of the stage. Pushing someone out of range when using it in a combo can make very few to none of the bombs to hit. Also does fairly large chip damage, and does not stop even if Platinum gets hit before they land.
Cure Dot Typhoon (632146C) now ends with an EX Cat Missile and a rain of bombs.
Ignis is always active (pressing D to call her back does her 6D attack), and does not consume meter while idle.
Ignis' gauge regenerates faster (but it only regenerates while Relius is in the ground).
Naiads can now be performed on the ground as well as in the air, and is also TK-able (Tiger Knee Cancelable).
j.B now causes ground bounce, thus losing its utility in Relius' air combos.
j.C can now be jump cancelled, replacing j.B in most of his combos. Can chain into j.B.
Val Lanto and Id Haas can cause more hits depending on Ignis' distance from the opponent. Id Haas usually does 3 hits. Val Lanto can cause a maximum amount of six hits, which greatly increase this move's damage. However, Val Lanto now spends 3000 points of the Ignis' gauge, even with Ignis being permanently summoned (Relius' normal version Val Lanto uses 2000 points if Ignis is already summoned). This change greatly increases the damage caused by Relius' combos, allowing him to dish out a 6000 damage combo easily.
Val Lyra has a quicker startup and always sends the opponent flying upwards, except if it hits as a counter (in CH, it will put the opponent in a long stagger state).
Bel Lafino and Id Naids have more untechable time, making Relius' combos easier.
Relius fires a modified Vol Tedo orb at the opponent, similar to Venom's Dark Angel from Guilty Gear.
アド インフィニつ, Ado Infinitsu
Ignis disappears from the screen, then reappears in front of your opponent, performing an enhanced, autocombo version of Val Tus that ends with a Val Lyra. This would later be incorporated in Chronophantasma as the Overdrive version of Duo Bios.
New Distortion as of Chronophantasma. Relius "borrows" another one of Venom's supers, Red Hail, having Ignis fire dozens of aerial Vol Tedo orbs at the opponent before firing an aerial Nero Angelo.
New move. Azrael does an overhead which leads into a 16-hit autocombo ending with a launcher, similar to the All-Out Attacks from Persona 4 Arena.
New Distortion. Azrael does his winpose animation where he glows with a red aura as he releases his seals, and the number 7 appears on top of his Heat Gauge. This is rumored to be a reference to the Musou Tensei technique used by Kenshiro and Raoh in the Hokuto no Ken/Fist of the North Star game, which allows them to parry any attack 7 times upon activation and teleport behind the opponent. Can be comboed into.