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- Grind Grid (GRD)
- You gain GRD by walking forward, dashing, using Assault, hitting with an attack, blocking, Shielding, and using Concentration.
- You lose GRD by moving backwards, when you take damage, when your attacks are blocked with Shield, when the opponent techs your throw, and when your opponent using Concentration.
- When the GRD Transfer State ring becomes full the player with the most GRD enters Vorpal. Each round players start with no GRD blocks.
- Vorpal
- The player with the most GRD blocks when the GRD Transfer State ring becomes full enters Vorpal. This raises the damage you deal by 10% and gives access to Chain Shift.
- Chain Shift 5DD
- Usably only in Vorpal. You convert your GRD into meter. One block of GRD is worth 20 EXS. More importantly it also cancels all animations and movements that you are doing, similar to a Rapid Cancel, or more specifically a False Roman Cancel, since you can Chain Shift on whiff. When used to cancel an attack you gain less EXS than if you used it raw.
- Concentration: 5[D]
- Hold D to convert meter into GRD blocks. on the 30th frame and onwards the opponent's GRD decreases as well.
- Assault: 6D
- Command air dash. Can be used on the ground or in the air. Length is dependent on distance from opponent. Use of Assault gives GRD. Has complete invincibility against throws. Can use air normals and special moves while airbound. ALL air moves used during Assault become overheads. However, unlike a normal air dash you can NOT aerial block or Shield during Assault. Also moves done in Assault do less damage. Any moves used during ground Assualt are uncancelable. This does not apply to Aerial Assault. Ground assault will always land in front of your opponent, while Aerial assault can land behind for a crossup.
- Shield: D while blocking
- Similar to Barrier Block. Successful shielding is shown with a blue effect. You gain GRD for successfully shielding and your opponent's GRD decreases. GRD bonus from Shielding is decreased when you are in Vorpal. Recovery from a Shield Block is faster than a normal guard, similar to an Instant Block from BlazBlue. It is 3 frames faster on the ground and 6 frames faster in the air. Shielding pushes the opponent away Aerial shielding increases recovery time for the opponent and their move becomes uncancelable, allowing an easy punish. Most moves in this game are air unblockable, but some of them can be blocked with aerial shielding. While Shielding the user is unable to escape Throws. If thrown while shielding it will result in GRD Break for you.
- Guard Shield
- Inputed by Shielding while already blocking. This consumes 10 meter and Shields the next move the opponent does. This is shown with a green effect. This type of shielding will push the opponent away even more. If you fail the Guard Shield you will lose 1 GRD block.
- Guard Thrust: 214D
- Similar to a Counter Assault. invicible move used while blocking that pushes the opponent away while doing no damage. If you are in Vorpal this will simply consume the Vorpal buff. If you are not in Vorpal it require at least 100% meter, use all your meter, and result in GRD Break.
- GRD Break
- If you are shielding while crouching and get hit with an overhead, shileding while standing and get hit with a low, or If thrown while Shielding you will be in GRD Break state. In GRD Break you cannot use Concentration, Chain Shift, Shield, Assault, Guard Thrust, or enter Vorpal state even if you have more GRD than the opponent when the ring is full. Using either Guard Thrust or Infinite Worth EXS (200% meter super) when not in Vorpal state will also result in GRD Break. The while line between your meter and your GRD shows the time left to recover from GRD Break. Remaining time can be decreased by blocking. Activation of Veil Off also cancels GRD Break.
- Veil Off: A+B+C
- Similar to Heat mode in Melty Blood. When you have 100% meter or more you can activate Veil Off to slowly consume all your meter. During this state moves that cost meter will cost much less. However there is no minimum requirement for moves that use meter, so even if there is only 1% of the bar left you can still use a super. The startup of Veil Off is invincible and if it hits your opponent they will be knocked back, similar to a burst. This will result in gaining 1 GRD block and giving the opponent GRD break. Veil Off gives a 20% damage increase, combined with Vorpal will be 30%. GRD you gain is increased in Veil Off. Activation of Veil Off will remove GRD Break status.
- Teching: A/B/C
- On the ground you can tech neutrally or with a backwards roll.
- In the air you can tech neutrally, forwards, or backwards. Teching in the air has complete invincibility but you cannot input commands until you land.
- When you are about to be wallbounced you can hold a direction and press a button to tech, similar to teching against a wall in Smash Brothers.
- When you are about to be ground slammed you can press the button just before it happens to escape, similar to Smash Brothers.
- Dash Attack: 6B/C
- Force Function: B+C
- Character specific move. Consumes 1 GRD block. Can be used with no GRD however.
- Increase
- You can charge specific moves by holding down the button to give them new properties or more damage.
- Throw: A+D, 4(A+D)
- Eltnum and Akatsuki also have Aerial Throw. You can cancel A normals into throws. If you try to throw an opponent while they are in blockstun it becomes a Gold Throw and they have 29 frames to tech. Command grabs also become gold throws against an opponent in blockstun. You can extend the reach of a throw by using it after a dash. Do this by inputing dash, holding down A, and pressing D when near opponent. Throws can be teched by pressing A+D within 14 frames. This will result in an 8 frame advantage (+8f). Throw Escape isn't possible during the recovery frames of an attack, similar to a Throw Counter. After you input a Throw Escape there is a small period where you cannot throw escape, and you can be thrown for free, similar to a Throw Reject Miss. You cannot throw escape during Shield.
- High Counter
- If you interrupt the opponent's special move with anything else besides an A move, it becomes a High Counter instead of a normal Counter. If you do a counter hit during Assault there is no damage scaling on the combo. Certain moves make it that when they are used as a counter hit the opponent is unable to use certain techs. This is similar to Fatal Counter.
- Jump Cancel
- You can cancel the ending animation of certain moves on hit with a jump. You cannot Jump Cancel if the move is blocked. You can only jump cancel once a combo.
- Supers
- Supers work the same as in Melty Blood. If you use the C button instead of A or B on a special move it will become a super and consume 100% meter. Note that some specials do not have super versions with the C button, while some supers do not have special versions with the A/B buttons. If you have 200% meter or are in Veil Off you can use Infinite Worth, which is a powerful super inputted with 41236D. When your HP is under 30% and you have 200% EXS or you are in Veill Off, you can use your most powerful move, Infinite Worth EXS. The input is A+B+C+D. After using this move you will enter GRD Break.
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