A plasma rifle that runs hot, a lance that crosses the car, and jets that hover while jump is held.
Inputs are numpad notation for a hero facing right: 2 is down, 6 is forward, 236 is a quarter circle forward, 41236 a half circle forward. L is the light button (J), H the heavy (K), 66 a double tap forward or the dash key (L). Motions are lenient: the whole motion within 16 frames for a quarter circle and 22 for a half circle, diagonals optional, the button up to 5 frames late, and no more than 6 neutral frames between a half circle's back and its down. Presses buffer for 9 frames. Invuln is the frames nothing can hit or grab the hero (the grey strip under a frame meter); a dash carries 4 more into whatever it cancels into.
| Move | Input | Startup | Active | Recovery | Total | Invuln | Damage | Meter |
|---|---|---|---|---|---|---|---|---|
| Plasma Bolt | 5L | 4 | proj. (20) | 6 | 10 | - | 2 | - |
| Plasma Bolt (up) | 8L | 4 | proj. (22) | 6 | 10 | - | 2 | - |
| Plasma Bolt (45°) | 9L | 4 | proj. (26) | 6 | 10 | - | 2 | - |
| FRAG | 8H | 86 | proj. (13) | - | 29 | - | 4 + 1 | - |
| Lance | 5H | 19 | 1 | 15 | 34 | - | 7 | - |
| Lance (full charge) | [5H] | 61 | 1 | 19 | 80 | - | 20 | - |
| Air Bolt | j.L | 4 | proj. (20) | 6 | 10 | - | 2 | - |
| Air Bolt (up) | j.8L | 4 | proj. (15) | 6 | 10 | - | 2 | - |
| Air Bolt (45°) | j.9L | 4 | proj. (22) | 6 | 10 | - | 2 | - |
| Jet Stomp | j.2L | 10 | 1 + proj. | 15 | 25 | - | 6 + 1 | - |
J J J, J K J, J K K, K J J, K K J and K K K on the ground. Presses queue through a swing, and each link comes out on the recovery of the move before it. Frame 1 is the frame the link starts.
| Move | Input | Startup | Active | Recovery | Total | Invuln | Damage | Meter |
|---|---|---|---|---|---|---|---|---|
| BUTT-STROKE | 5L > 5H | 5 | 4 | 14 | 22 | - | 3 | - |
| FLASHBANG | 5H > 5L | 7 | 1 | 16 | 23 | - | 1 | - |
| SHOULDER | 5H > 5H | 5 | 8 | 14 | 26 | - | 3 | - |
| BRST-3 | 5L > 5L > 5L | 4 | proj. (25) | 19 | 23 | - | 4 + 2×2 | - |
| BREACH | 5L > 5H > 5L | 9 | proj. (12) | 18 | 27 | - | 3×5 | - |
| JET KNEE | 5L > 5H > 5H | 5 | 10 | 14 | 28 | 5-16 | 4 | - |
| SUPPRESS | 5H > 5L > 5L | 4 | proj. (36) | 29 | 33 | - | 2×6 | - |
| INCENDIARY | 5H > 5H > 5L | 9 | proj. (7 hits, every 6) | 14 | 23 | - | 1×7 | - |
| OVERCHARGE | 5H > 5H > 5H | 13 | 1 | 23 | 36 | - | 8 | - |
| Move | Input | Startup | Active | Recovery | Total | Invuln | Damage | Meter |
|---|---|---|---|---|---|---|---|---|
| HEAT DUMP | (at full heat) | 4 | 1 (10) 1 + proj. | 2 | 17 | - | 2×2 + 1×18 | - |
| SCATTER | 236L | 7 | proj. (20) | 13 | 20 | - | 2×5 | - |
| LANCE | 236H | 9 | 1 | 19 | 28 | - | 9 | - |
| JUMP JET | 41236L | 33 | 1 + proj. | 23 | 56 | - | 20 + 1 | 1 bar |
| DANGER CLOSE | 41236H | 53 | proj. (13) | - | 30 | - | 18 + 4×2 + 1 | 1 bar |
| Move | Input | Startup | Active | Recovery | Total | Invuln | Damage | Meter |
|---|---|---|---|---|---|---|---|---|
| ORBITAL BARRAGE | 41236 41236 H | 130 | whole car | 25 | 155 | 1-155 | every demon dies (bosses 18) | 3 bars |
| RESUPPLY | 41236 41236 L | 45 | the capsule and sentry | 6 | 51 | 1-51 | crush 24, sentry 13 s | 3 bars |
| From \ into | Plasma Bolt | FRAG | Lance | Air Bolt | BUTT-STROKE | FLASHBANG | SHOULDER | BREACH | JET KNEE | SUPPRESS | INCENDIARY | OVERCHARGE | SCATTER | LANCE | JUMP JET | DANGER CLOSE | Dash | Air Dash | Jump |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Plasma Bolt 5L | 6 | - | 6 | - | 6 | - | - | - | - | - | - | - | 8 | 8 | - | - | 6 | - | 6 |
| Plasma Bolt (up) 8L | 6 | 6 | - | - | - | - | - | - | - | - | - | - | 8 | 8 | - | - | 6 | - | 6 |
| Plasma Bolt (45°) 9L | 6 | 6 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 6 | - | 6 |
| FRAG 8H | 18 | - | 18 | - | - | - | - | - | - | - | - | - | 18 | 18 | 18 | 18 | 18 | - | - |
| Lance 5H | 27 | - | 27 | - | - | 27 | 27 | - | - | - | - | - | 27 | 27 | 27 | 27 | 27 | - | 27 |
| Lance (full charge) [5H] | 73 | - | 61 | - | - | 73 | - | - | - | - | - | - | 73 | - | 73 | - | 73 | - | 73 |
| Air Bolt j.L | - | - | - | 6 | - | - | - | - | - | - | - | - | - | - | - | - | - | 6 | 6 |
| Air Bolt (up) j.8L | - | - | - | 6 | - | - | - | - | - | - | - | - | - | - | - | - | - | 6 | 6 |
| Air Bolt (45°) j.9L | - | - | - | 6 | - | - | - | - | - | - | - | - | - | - | - | - | - | 6 | 6 |
| Jet Stomp j.2L | 18 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 18 | - |
| HEAT DUMP (at full heat) | 5 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
| BUTT-STROKE 5L > 5H | 9 | - | 9 | - | - | - | - | 9 | 9 | - | - | - | 5 | 5 | - | - | 5 | - | 9 |
| FLASHBANG 5H > 5L | 10 | - | 10 | - | - | - | - | - | - | 10 | - | - | 7 | 7 | 7 | 7 | 7 | - | 10 |
| SHOULDER 5H > 5H | 13 | - | 13 | - | - | - | - | - | - | - | 13 | 13 | 5 | 5 | 5 | 5 | 5 | - | 13 |
| BRST-3 5L > 5L > 5L | 14 | - | 14 | - | - | - | - | - | - | - | - | - | 5 | 5 | 11 | 11 | 4 | - | 14 |
| BREACH 5L > 5H > 5L | 12 | - | 12 | - | - | - | - | - | - | - | - | - | 6 | 6 | 10 | 10 | 6 | - | 12 |
| JET KNEE 5L > 5H > 5H | 15 | - | 15 | - | - | - | - | - | - | - | - | - | 5 | 5 | 8 | 8 | 5 | - | 15 |
| SUPPRESS 5H > 5L > 5L | 22 | - | 22 | - | - | - | - | - | - | - | - | - | 4 | 4 | 5 | 5 | 4 | - | 22 |
| INCENDIARY 5H > 5H > 5L | 10 | - | 10 | - | - | - | - | - | - | - | - | - | 7 | 7 | 7 | 7 | 7 | - | 10 |
| OVERCHARGE 5H > 5H > 5H | 17 | - | 17 | - | - | - | - | - | - | - | - | - | 13 | 13 | 13 | 13 | 13 | - | 17 |
| SCATTER 236L | - | - | - | - | - | - | - | - | - | - | - | - | 7 | 7 | 14 | 14 | 7 | - | - |
| LANCE 236H | 21 | - | 21 | - | - | - | - | - | - | - | - | - | 21 | 21 | 21 | 21 | 21 | - | - |
| JUMP JET 41236L | 49 | - | 49 | - | - | - | - | - | - | - | - | - | 49 | 49 | 49 | 49 | 49 | - | - |
| DANGER CLOSE 41236H | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 11 | 11 | 11 | - | - |
| ORBITAL BARRAGE 41236 41236 H | 144 | - | 144 | - | - | - | - | - | - | - | - | - | 144 | 144 | 144 | 144 | 144 | - | - |
| RESUPPLY 41236 41236 L | 47 | - | 47 | - | - | - | - | - | - | - | - | - | 47 | 47 | 47 | 47 | 47 | - | - |
Each number is the first frame of the move on the left that the move on top can cancel it on. A dash means it can't (it waits for the move to end).
Each bolt adds 9 heat. Heat adds up to 60% to all his damage; at 100 the core dumps in a blast (damage 2) and holds the full bonus for 72 frames. Nothing locks out.
A grenade lobbed high. On its own it bounces and goes off after 75 frames (damage 4). Shoot it (a J in the throw with W still held goes at 45° and meets it; any of his shots or the lance will do) for the AIRBURST: damage 8 over a wider blast, 10 shrapnel bolts, and heat. The windup is long so the shot can be queued: a J pressed any time in the throw is held (aim and all) and comes out on the first cancel frame, timed to meet the frag.
Tapped: the weakest beam.
OVERHEAT, VENTS OPEN. Not an input: when his heat fills, every vent on the suit blows at once. Everything within 120 px is thrown away from him all round for 2 damage (and stunned), then he runs hot for 72 frames, his damage held at +60% while the core cools. Heat builds slowly: 1.5 a bolt, 67 bolts from cold. Shown here off a bolt fired one shy of full.
Time stops for the flash and the act; the final blow kills every demon in the car at once (bosses take 18). It cancels anything but getting hit, grabbed or killed, and its startup counts the frames time is stopped.
RESUPPLY: a drop capsule crushes what it lands on, heals half his health, empties his heat, refuels his jets and opens into a sentry that fires for fifteen seconds. Costs 3 bars.
No cancels: it plays out.
No cancels: it plays out.