07/02/2025 HinokakeraCE- Guide and Move List.
txt 1
Hinokakera - Chaotic Eclipse (Import) Guide
by engerel Updated to v1.02 on Oct 31, 2011
.======================================.
==================/ A Guide to HINOKAKERA Chaotic Eclipse \==========[v1.02]=
'=========================================='
@. Table of Contents Code by nekich (aka engerel/encogen)
--- -------------------------------- ------ --------------------------------
0. Introduction ................... [OHAI] game version: 1.01
1. Interface ...................... [INTF] --------------------------------
2. Combat System .................. [CMSY]
- Notation and Conventions ------- [CSNC] To jump to a specific section,
- Common Actions List ------------ [CSAL] press Ctrl+F and input the code
- Movement ----------------------- [CSMV] from the right column.
- Active Defence ----------------- [CSDF]
- Passive Defence ---------------- [CSPD] To view this document properly
- Evasion ------------------------ [CSEV] make sure your text processor
- Offence ------------------------ [CSOF] or browser uses fixed width font
- Cancelling --------------------- [CSCN] (Courier New or similar).
- Assault vs Technical ----------- [CSAT]
- Miscellaneous ------------------ [CSMI] ================================
3. Movelists ...................... [MVLS] new in v1.01:
- Movelist Conventions ----------- [MVCV] - various corrections and minor
- Raven -------------------------- [MVRA] additions;
- Silvis Laws -------------------- [MVSI] - graphical representation of
- Aya ---------------------------- [MVAY] Ashley's SMG chain
- Camille Enfield ---------------- [MVCA] (see section 5);
- Kasumi Seiga Freslight --------- [MVKS] - note on triple jumps;
- Celes Alfort ------------------- [MVCE]
- Hardy Alfort ------------------- [MVHA] new in v1.02:
- Clestis Farrell ---------------- [MVCL] - corrections/re-wording;
- Aronia Excel ------------------- [MVAR] - Kakeru's stance relation
- Kakeru ------------------------- [MVKK] diagram (in section 5);
- Malakh ------------------------- [MVMA]
- Ashley ------------------------- [MVAS]
- Aya/immortal ------------------- [MVAI]
4. Combat System Addendum ......... [ADCS] ================================
5. Movelists Addendum ............. [ADMV]
- Aya ---------------------------- [ADAY] Commercial distribution of this
- Kakeru ------------------------- [ADKK] document is prohibited. Posting
- Ashley ------------------------- [ADAS] it elsewhere in the Internet for
6. Game Files, Menus and Modes .... [GFMM] public access is encouraged as
7. Netplay ........................ [NTPL] long as this file and its
8. Unlockables .................... [UNLK] contents remain unaltered.
9. Trivia ......................... [TRVA]
10. Versions and History ........... [VRHI] This file was downloaded from
11. Links, Contact Info etc. ....... [KBAI] Neoseeker.com.
For updates, go to - http://www.neoseeker.com/resourcelink.html?rlid=233843
==============================================================================
0. INTRODUCTION ::::::::::::::::::::::::::::::::::::::::::::::::::::: [OHAI]
==============================================================================
"Hinokakera the Fragments of Innocent Sinner", also known as "Hikake",
"Kakera", "Hotcake" or simply "HK", and its most recent major installment -
"Chaotic Eclipse" - is a long-running series of doujin fighers, developed by
one Akaishi Ryuuka under the name "Reddish Region".
"Chaotic Eclipse" is primarily a 2.5D fighting game set in a fully 3D
environment and featuring a mix of both old and new fighting game systems,
borrowing mostly from 2D (going the "King of Fighters meets Melty Blood"
route), but having strictly 3D elements as well (like sidestepping and
Tekken-esque boundless stages).
Its second point of interest is a sort of "visual novel" mode with expected
screens of text and characters in the background, but without expected choices
and, consequently, multiple endings. The current two stories in HK (that go
parallel to each other, telling the same story from two different
perspectives) elaborate on otherwise three sentence long character backstories
and events taking place, normally only hinted at in the standard arcade mode.
This document is aimed at those who want to understand how the game works
(mainly its versus portion) and how to play it, providing not only general
information on what's where and who can do what, but also thoroughly decribing
the game's combat system and those little bits omitted in the official manual.
The guide, however, was not meant to be a top-level strategic and tactical
analysis, and as such, it contains only factual data, not covering tiers,
match-ups or even character-specific combos.
As for the structure of the guide, the system is explained first. Next,
basic character movelists and subsystems unique to them are given, then
- information about game modes and, finally, miscellaneous info.
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==============================================================================
1. INTERFACE :::::::::::::::::::::::::::::::::::::::::::::::::::::::: [INTF]
==============================================================================
Here are described the elements seen on screen during the match or a
training session. Character-specific elements are covered within their
respective movelist sections.
###### Meters
# Health
. A standard green health meter at the top. When it empties, the character is
"downed" and his or her opponent scores one win point, taking the round.
# Guard
. Small blue bar below the health meter.
. Depletes whenever the player blocks attacks using Normal guard. Once empty,
the character is Guard Crushed, stunned and is unable to act for a brief
period of time.
. Guard meter receives twice as much damage if the character is suffering
from a Negative Penalty.
. Its regeneration is not affected by character's health or state, but it
will slow down to a crawl as part of the Negative Penalty. It also pauses
briefly on hit stop frames.
. The meter instantly resets after the Guard Crush and at the start of a new
round.
# Power
. The big bar at the bottom, used for offensive moves like EXs and supers.
. Full meter is worth 100 points. If the character is low on health, this
limit automatically increases, all the way up to 150 (149 with 1% health,
to be precise). If both characters are low on health, their Power meters
may and will clash - when both have full bars, hitting an opponent will
chip away at his or her Power meter, at the expense of getting less Power
from attacks. This is also known as "Power Raid".
. Hitting the opponent fills the bar, whiffing an attack does not.
. No Power is given for getting hit by anything except an Interruptive Brake,
which does give a small amount of Power.
. Accumulated Power is carried between the rounds. Any excess is dismissed as
per regenerated heatlh bar - 100 is the most Power character can carry
into the 2nd or 3rd round.
# Brake
. A small bar above the Power meter, spent on groove Forces, Overdrives and
all sorts of Brake cancels.
. Characters start every match with 50 Brake. Default maximum is 100, but, as
character's health goes down, it increases, up to 120 points.
. Brake recovery is automatic. Much like Brake limit, recovery speed is also
tied to health points. Less health means faster recovery.
. In certain situation the bar turns grey any accumulation halts - Brake
cannot be used in any way while in this state. Accumulation also pauses on
hit stop frames and when the character is unconscious.
. After using the Reactive or Interruptive brake, accumulation is delayed for
approximately 3 and 7 seconds respectively.
. Brake meter is carried between the rounds.
###### Other
# Combo Info display
. Shows a number of hits in a combo, its overall damage, and, in per cent,
the damage correction for the last hit.
# Misc Info display
. Shows "counter", "critical" and other messages, as well as the type of
Brake cancel the player had just used.
# Overdrive Timer
. A timer bar spelling "OverDrive". Appears during Overdrive mode and shows
the time left until the said mode ends.
# Round Timer, FPS, Win Point, Input, Reinforce display
. Round Timer, between the characters' health meters, displays seconds left
until the round is over. Below it is a mostly useless Frames-Per-Second
indicator.
. Further down is the row of dots on each side, indicating a number of rounds
required to take in order to score an overall victory.
. In Training mode, the game can be opted to print controller inputs at the
bottom of the screen.
. Reinforce display near the Brake meter merely shows reinforce mode the
player had selected.
==============================================================================
2. COMBAT SYSTEM :::::::::::::::::::::::::::::::::::::::::::::::::::: [CMSY]
==============================================================================
Parts of the combat system deemed essential by its developer (i.e. they
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appear in the game's official manual) with additional descriptions and notes
where needed.
Also, due to some concerns regarding game's english, original terms "Guard
Crash" and "Etherial Force" are spelled as "Guard Crush" and "Ethereal Force"
within this guide.
###### NOTATION AND CONVENTIONS [CSNC]
#
7 8 9 Numerical notation used within this guide represents the numpad
\ | / on your keyboard. By default, the player is facing right,
4 - 5 - 6 therefore '6' means "forward", '4' - "back", '2' - "down" etc.
/ | \
1 2 3
c - any crouching motion (1, 2 or 3) / - or
j - any jumping motion (7, 8 or 9) B## - requires '##' Brake
[x] - hold button(s) 'x' P## - requires '##' Power
###### COMMON ACTIONS LIST [CSAL]
#
. crouch ------------------------ [1],[2] or [3]
. walk -------------------------- [6] or [4]
. dash -------------------------- tap 66
. run --------------------------- 6[6] (not all characters will run)
. backdash ---------------------- 44
. sidestep ---------------------- D8/[D8] or D2/[D2]
. jump -------------------------- 7, 8 or 9
. quick jump (hop) -------------- tap 9 (except Malakh)
. long jump (dash jump/leap) ---- 9 when dashing or running
. chase jump (high jump) -------- 9 after landing a Launcher attack
. double jump ------------------- 7/8/9 in air (during a launcher combo,
after an Offensive Brake, or while in
Overdrive Mode)
. normal guard (NG) ------------- [4] or [1] (only when being attacked)
. mighty guard (MG) ------------- [D4] or [D1] (requires Power)
. just guard (JG/instant block) - 4 or 1 just before the incoming attack hits
. guard cancel (GC) ------------- any attack motion when Just Guarding {B60}
. autoguard (AG/active guard) --- automatic as a property of certain moves
. superarmour (SA/armour guard) - automatic as a property of certain moves
. throw escape ------------------ 4C when caught in a normal ground throw
. force wakeup ------------------ D when knocked down
. wakeup roll ------------------- 4D when downed and lying on your back
. air recovery (tech) ----------- D/4D/6D when unconscious in the air
. ground recovery --------------- D/4D/6D when smashing into the ground
. reactive brake (RB) ----------- 4D the moment attack is Just Guarded {B20}
. interruptive brake (IB/burst) - 4/6AD or 4/6CD when sustaining a hit {B100}
. throw ------------------------- 4C (also in air) at point blank range
. launcher ---------------------- 6B (for majority of the roster)
. crouch-guard crusher ---------- 4B (for majority of the roster)
. overdrive mode (ODM) ---------- 63214D (possible only once in a match)
. overdrive force (ODF) --------- 236236C while in overdrive mode {B100}
. offensive brake (OB) ---------- 'D' when attacking {B80}
. force cancel (FC) ------------- automatic while in Overdrive Mode {P15}
. assault force (AF) ------------ 3D/[D] {B40}
. assault brake (AB) ------------ 6D upon landing any ground normal (aerial
normal for Malakh) {B40}
. technical force (TF) ---------- 3D {B40}
. technical brake (TB) ---------- 4D when the attack's whiffing, is being or
is about to be blocked with normal or
mighty guard {B40}
###### MOVEMENT [CSMV]
# On the ground
. Every grounded character can be in either standing or crouching stance -
the latter allows him/her to deliver low hitting moves and block incoming
lows, unblockable while standing. In exchange, player is completely
vulnerable to overheads.
. To move, player can either walk or dash/backdash. While walking is more or
less the same for everyone, dashing may cover different distance with
different speed, depending on the character. However, every forward dash
shares the impossibility to block incoming attacks (unless enough time is
given to recover from the dashing animation and enter the blocking stance)
and the ability to cancel into a dash normal, special or any other attack.
. Vice versa, backdashing offers invincibility frames, that give the player
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an opportunity to escape some attacks, but is not eligible for any kind of
cancel.
. Optionally, some characters can run (which is technically a continuous
dash). Properties are the same as those of the forward dash.
. Finally, one of the few that utilizes HK's 3D environment, is sidestepping.
With it, player can slide away from the attack's path unharmed. This
movement can be cancelled into a forward dash or any kind of attack. On the
other hand, the player is vulnerable during sidestepping and is unable to
block, plus, to counter sidestepping, some moves home on sliding characters
or cover a wider area.
# Jumping
. Normal jumping is available to all characters and has three standard
directions - up, forward and backwards. When jumping, there is a short
delay before the player is considered airborne - during it, he or she is
unable to block or attack.
. A forward jump variation, done while dashing or running, - leap (or long
jump, dash jump) - travels farther, but the height and other properties
remain the same.
. Same applies to hopping (or quick jumping), another version of the forward
jump with less height. One can recognize hop by its shortened animation
(Raven won't perform his flip, for example) and its inability to jump over
opponents.
. Chase jump is a universal (and usually optional) followup to Launcher
attacks, that quickly catches up with the knocked up opponent and allows
the player to start an air combo. This jump may fail if timed wrong -
when successful, background turns into a fancy white stream.
. Double jumps in Hinokakera while existent, require specific setups and are
not an instantly accessible option. Characters have the ability to add
another jump in these cases:
- launcher > chase jump > attack > jump cancel into the 2nd jump;
- aerial attack > Offensive brake > 2nd jump;
- while in Overdrive Mode, double jumps are possible without any
additional setups.
. Combining the above allows for a triple jump:
- launcher > jump > attack > 2nd jump > attack > OB > 3rd jump;
- Overdrive Mode > jump > attack > 2nd jump > attack > OB > 3rd jump.
###### ACTIVE DEFENCE [CSDF]
# General Information
. All guard types obey the rules of the guard levels (see below).
. There is no assisted blocking (as in "blocking the first hit of a
multi-hitting attack or a combo forces the character to keep guarding
without player's help until that attack ends). In Hinokakera guard must be
upheld manually.
# Guard Levels
. attack
|
|-> cannot be blocked (unblockable)
'-> can be blocked
|
|-> unconditioned: in any stance, using any guard
|------> overhead: while airborne or standing - any guard
| while crouching - unblockable
|---> mid or high: airborne - only with mighty or just guard
| standing or crouching - any guard
|-----------> low: airborne - mighty or just guard
| standing - unblockable
| crouching - any guard
'-----> just only: any stance, just guard only
. Levels (dubbed here as "Guard levels") usually refer to different
"heights" attacks hit at. Most levels require a certain stance and guard
type to successfully defend from. One move can incorporate several hits,
each with a different guard level.
. First two "levels" are general ones - the attack's either 'unblockable' as
it is (throws and catches), or is a 'free-guard' and may be blocked in any
way desired without added conditions (these are usually projectiles).
. Two more are grounded levels. If these are to be guarded by an airborne
character using normal block, a "Critical Hit" will be inflicted. 'Mid'
level hits are close to free-guards, with the aforementioned property being
their only distinct feature (plus, mids may be recognised as 'high' level
attacks, if they pass over crouching characters). 'Low' hits additionally
require the opponent to crouch in order to block them.
. 'Overheads' are usually, but not exclusively aerial attacks, and they
cannot be guarded while crouching.
. Last one, 'just-only', is a type of attack, that can be blocked only with
Just Guard and nothing else (no stance conditions). J-O attacks are noted
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as unblockable within the game's official manual, although this is not the
case.
# Normal Guard, Chip Damage, Critical Hit
. Hold '4' or '1' when being attacked to block.
. With every hit blocked, the defending character is pushed away from his or
her attacker. The stronger the hit is, the bigger this pushback will be.
. Most hits blocked this way, except normals, will force a small portion of
their damage through the defence - this is 'chip damage'. In HK, however,
it is impossible to suffer a chip death - one is able to keep guarding
forever with only one point of health left.
. When airborne, attempting to block mid and low attacks using normal guard
ends up with defender receiving a Critical hit.
. Hitting a guarding opponent gives less Power compared to a successful hit.
# Guard Crush
. Every blocked hit depletes the guard meter. When it empties, player suffers
a Guard Crush (the crushing hit itself won't do any damage) and becomes
temporarily immobilised, open to any attack. Besides the meter itself, this
process is represented in-game with normal block's colour going down from
blue to red. Guard slowly refills while the character is not being attacked
or instantly resets to full after the Crush.
# Mighty Guard
. Press and hold 'D4' or 'D1'.
. Can be activated at any time as long as the character has Power. Gradually
consumes Power during idle guarding, takes bigger chunks when actually
blocking hits.
. Has an increased pushback.
. Does not suffer from chip damage.
. Using Mighty Guard does not deplete the guard gauge, therefore Guard Crush
is impossible.
. In air, can block mid and low attacks.
. Hitting a mighty guarding opponent gives only a tiny amount of Power.
# Just Guard
. Push '4' or '1' a moment before the incoming attack hits
. Is the most effective guard type, but requires strict timing.
. Has a drastically decreased blockstun and no pushback whatsoever, boosting
player's chances to punish the attacker. Zero pushback also allows the
player to retain his or her forward momentum when just guarding (for
example, just guarding while running forward, won't stop or push back the
character - he or she will continue moving forward)
. Does not suffer from chip damage and does not deplete the guard meter.
. In air, can block mid and low attacks.
. Hitting a just guarding opponent gives no Power.
# Guard Cancel
. Whenever the player is Just Guarding, he or she has an option to cancel the
guard into virtually any attack by simply inputting its motion - while this
is commonly referred to as Guard Cancelling in other fighting games,
Hinokakera calls it "Counter Braking".
. The input has to be at least two sequential key presses. In order to GC
using a weak normal, for example, one has to tap 'A' twice. Same goes for
command normals and groove Forces - Counter Braking with a Launcher attack
will require a '6B, 6B' input.
. Another rule for Guard Cancels is that the motion must be input right after
the actual hit is Just Guarded (recognised by the sound), not before or
during it.
. With these rules in mind and quick enough input it is possible to Guard
Cancel into anything, including supers and overdrives (but excluding normal
throws, and as a side note, overdrive mode activation is also eligible for
a GC, but it is not visually distinct, as the ODM flash will negate the
GC's own yellow bubble spark)
###### PASSIVE DEFENCE [CSPD]
# Autoguard
. Autoguard (or Active Guard) happens when some of the move's startup and/or
attack frames have the ability to automatically Normal Guard without
interrupting the attack's animation.
. AG won't block any kind of attack thrown at it, but only a predefined type,
usually falling to stronger hits.
. The character receives more guard damage in AG frames, which makes it
possible, at least in theory, to be guard crushed.
. It's unclear whether autoguarding player can recieve a critical hit or not.
# Superarmour
. In Superarmour (or Armour Guard) frames character will flash yellow when
hit. While similar to autoguard in that it prevents the move from being
interrupted, superarmour absorbs incoming damage in its full instead of
blocking it, and it is possible for the character to be knocked out.
. Depending on the move, SA frames may be both startup and active ones. If
latter is the case, then the character will receive increased counter
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damage (technically, he or she will be countered).
. SA usually works against a set type of weaker attacks. For example every
character's 'C' normals have SA frames against 'A' normals.
# Invincibility
. Similar to the above, certain frames may grant invincibility - either
complete or partial (ex.: against anything except throws).
###### EVASION [CSEV]
# Air and Ground Recovery
. After being hit into unconsciousness, the character does not automatically
recover as soon as the hitstun wears off - while he or she is still
airborne, player has an option to manually recover via Air Recovery, also
known as Tech or Ukemi.
. As with jumping, tech has three directions - neutral ('D'), forward ('6D')
and backwards ('4D').
. When recovering, character is rendered fully invincible for a number of
frames.
. Variation of Tech, known as Ground Recovery becomes available when
character hits the ground after the fall. Its input and directions are the
same as those of airborne recovery.
. Since the amount of hitstun the attacks deal varies, so does the untechable
time. Some attacks by default or in certain situations are completely
untechable. Others can be recovered from only after hitting the ground
(i.e. using Ground Recovery).
# Force Wakeup and Wakeup Roll
. When lying on the ground, there are 3 possible wakeup solutions (without
attacking). First two have invincibility frames against throws.
. Wait until the character stands up by him/herself.
. Force him or her to stand up earlier by pressing 'D'.
. Finally, force to wakeup and "roll" away from the opponent at the same time
using the '4D' motion. The latter, however, is possible only if the
character is lying on his/her back. Also, the directional part of the input
does not mean "away from the opponent", but rather "the direction your
character's head is facing".
# Throw Escape
. To escape a normal ground throw, one must input the throw motion, '4C', the
second he or she is caught.
. Because of a rather strict timing - escape command must be entered almost
at the very moment opponent does his or her throw (even before the throw
"spark" appears) - it is not uncommon for escapes to happen
unintentionally, when both players attempt to throw each other at the same
time.
# Reactive Brake
. When the character's attack is being Just Guarded, the player has an option
to cancel said attack in order to block a possible guard cancel, switch to
defence or otherwise change the tactic. RB requires 20 Brake points and a
'4D' input the moment the attack is Just Guarded.
# Interruptive Brake
. A universal escape move done via the combination of '4' or '6' and either
'AD' or 'CD' when the character suffers from hitstun. IB requires precisely
100 Brake points to operate.
. It will immediately negate any kind of hitstun and will counter attack the
opponent.
. The IB attack itself does zero damage (hence no actual counter), but has
the highest priority (equal to that of the Overdrive Mode activation) and
will clash with any incoming hit. The opponent, should he or she recover
from attacking quickly enough, can block the I-Brake.
. Using IB applies a penalty to the player's Brake gauge - for a while
(7 seconds or so) it won't regenerate. Also, hitting with IB will give a
small amount of Power to the opponent.
###### OFFENCE [CSOF]
# Attack Levels
. Attack levels are a rather obscure property of every offensive move in
Hinokakera - there are no sources elaborating on how the system works, so
the information here comes mainly from observations.
.
# Throws
. Every character in the game has at least 2 normal throws - one on the
ground and one in the air. Unique to each character is how far the opponent
will be thrown and whether characters will switch sides after the throw or
not.
. Both are unblockable (but ground throws are escapable), have a similar
damage output, won't counter or get countered, and cannot be cancelled
after the hit (yet whiffing throws obeys the general rules and can be
Offensive- or Tech-braked).
. Characters who are being thrown are unable to use the Brake meter.
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. Normal throws have no effect on characters who are recovering from the
blockstun or are in their hitstun frames (command throws work against
stunned characters).
# Normals
. Every character has 9 normals - 'A' (weak), 'B' (medium), 'C' (strong) and
their crouching and aerial versions. Similar normals share similar
properties regardless of the character (like 'A's being self-cancellable or
'C's having superarmour frames).
# Dash Normals
. In addition to normals, there is a minimum of 2 dash normals per character
(except Malakh), "dash-neutral C" and "dash-crouching C", performed while
dashing or running. If the player chooses Technical mode, 4 more normals
are added - two for each attack button. Dash normals' combo options depend
on which reinforce mode has been chosen.
# Command normals
. Command normals add a single direction to the attack button and usually
have less trivial effects in addition to being more powerful. Differing
greatly from character to character, there are, however, two "common" types
of command normals.
# Launcher
. This command normal has a different input depending on the character but
shares the same property of kicking the opponent high up into the air,
allowing a follow up with the chase jump and, consequently, an air combo.
. "Launcher > chase jump" combination allows for a double jump afterwards.
# Crouch-Guard Crusher
. The most common input for this command normal is '4B', although it varies
from character to character and is not available to everyone.
. This attack has a special effect on crouching characters who block using
Normal Guard - upon hitting them, the attack will take away a greater
portion of their guard gauge. Even if their guard is full, crusher will
instantly kick it into the red zone. A partially depleted guard will be
crushed.
. Although expected, it does not do any extra guard damage against crouching
characters who suffer from Negative Penalty, yet, as all other moves, it
does against standing opponents.
# Specials
. Specials are unique moves, that mostly define the character's playstyle in
HK. With a slightly more complex input, they also sometimes offer different
versions for each attack button - 'A', 'B/C' and 'EX', where 'C' version by
default copies 'B', unless the player has 25 Power, in which case it, if
possible, becomes an EX.
# EX Moves
. Known also as Extra Skills, these, in turn, are a different kind of
specials, that obey their own set of cancelling rules, and are generally
more powerful bridging the gap between specials and supers.
. EXs can be divided into two groups: powered up versions of other specials
and standalone attacks. There are also followup attacks, that spend 25
Power and look like EXs, but the official manual doesn't treat them as
such.
. EX moves commonly have invincibility frames somewhere on them.
# Ethereal Forces
. Your average super attacks, with every character in possession of at least
2 of them.
. Normally spend 50 Power, with occasional followups requiring additional 25
Power.
. Like EXs, have invincibility as their most common property.
. During ethereals, the opponent cannot use the brake gauge.
# Overdrive Mode
. Available to all characters as a "once-per-match" powerup that can be
activated at any time using the 63214D command, it gives a massive boost to
offence, as well as enhancing defence.
. The moment ODM is activated, character becomes surrounded by a colourful
geyser, which, itself, is a move of the highest priority. It cannot be
countered, but is able to counter any other attack, albeit without
delivering the actual counterhit damage. To balance this, HK does not
permit cancelling the ODM activation in any way.
. While active, the word "OverDrive" is displayed atop of the player's Power
meter. It starts depleting at a constant pace as soon as it's activated,
and nothing, besides player winning/losing the round or using the Overdrive
Force, can interfere with it - that way the ODM lasts around 12 seconds.
. This is what Overdrive Mode gives:
- Character regenerates health when not guarding or unconscious;
- Opponent's Brake gauge turns grey, thus disabling its accumulation and
the usage of any brake consuming techniques;
- Player can perform an Overdrive Force;
- Player is able to Force Cancel attacks;
- Player gains the ability to double jump without any setups;
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- It is easier for the player to inflict high-level counters (according to
the official manual).
# Overdrive Force
. Available only during Overdrive Mode, this is the most powerful and
suitably flashy attack in character's possession with a shared 236236C
motion. Its only requirenents are activated Overdrive Mode and 100 Brake.
. Of all the Brake consuming moves, ODF is the only one to ignore the extra
20 points the character can amass when low on health - once activated, ODF
will use the needed 100 points along with any excess.
. ODF's damage depends on how much Power the player had at the moment of
execution. Empty Power meter results in ~4500 damage, while 100 points
of Power equals ~6000dmg. The trick is that by using the Power value, game
sets an equal damage correction for every hit in the attack sequence
(ignoring the usual rules of damage correction), producing a constant 75%
correction with zero Power and 100% with 100 Power. In addition, damage can
be boosted through counter or critical hits.
. If the ODF is icorporated into a combo, it will do considerably less damage
due to its own damage correction rules being applied. For example, Raven's
standing 'C' causes the next hit in the combo to deal 85% damage. If this
next hit is an ODF, then with 100 Power it will have a universal prorating
of 63,7% instead of 85%. ODF's universal prorating won't go lower than 20%
however.
. Once ODF is executed, Overdrive Mode ends.
###### CANCELLING [CSCN]
# Combo
. "Cancel the recovery frames of an attack into another attack in order to
hit again before the opponent's hitstun wears off" - that's the primary
idea behind cancelling and combos in general.
# Self and Chain Cancels, Jump Cancel, Just Frame Cancel
. Self cancel is the attack's ability to cancel into itself. By default, only
'A' normals are able to do so, but in Overdrive Mode certain specials gain
the same ability with the help of Force Cancelling.
. Chain (or "gatling") cancels mostly refer to normals and their variations
linking together, thus forming basic combos, like 'A > B > C'. Basically,
this is a nickname for "buffering" (see below), only applied to normals or
command normals. The in-game alias for such combos is "multiway combo".
. Jump cancel, as the name implies, means cancelling the recovery frames into
a jump, possibly extending the combo with an aerial strike or into an air
combo altogether. Only normals (but not all) can be jump cancelled, with
few specials being an exception to this rule. The latter possess a
so-called Just Frame Cancel (JFC) window - 1-2 frames, when a jump cancel
is possible.
. Self and chain cancels are possible only if the attack did hit or was
blocked. Jump cancels - only after successful hits.
# Basic Cancels
- A general method of combo-making, that usually refers to cancelling into
specials, ethereals or ODFs, by inputting the motion of said attack while
the previous one is still recovering. If the recovery does not permit
cancelling, Brakes come into play.
# EX cancels
. A specific and more loose version of buffering, done using Extra Skills.
. EXs can cancel almost any normal or special, and do so in earlier frames
of their recovery.
. EXs can cancel into other EXs. Even if 'B/C' versions of certain moves
cannot cancel into each other, chances are their EX versions can.
# Offensive Brake
. Using 80 Brake and a simple 'D' input, this cancel can be applied to all
kinds of normal and special attacks and to all of their parts - from
startup to recovery.
. When used within a combo, OB rolls back the damage correction back to 75%.
. After the O-Brake and until it is no longer possible to land more hits in a
combo, opponent's Brake meter is disabled.
# Force Cancel
. An automatic, Power-spending cancel active only during the Overdrive Mode,
that allows to link specials not linkable otherwise, by giving them a kind
of "EX cancel" freedom. Its appearance is that of a quick orange spark not
unlike the air recovery FX.
###### ASSAULT VS TECHNICAL [CSAT]
# Groove Comparison
. In Chaotic Eclipse each player can choose from one of the two grooves (or
Reinforce Modes) when selecting a character. Each groove has its own
specific Brake type and Force move (which all cost 40 Brake) along with
other, less noticeable differences.
ASSAULT TECHNICAL
. Number of dash normals --------------- 2* 6*
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. Dash normals are chain-cancellable --- yes no
. Groove Brake is ---------------------- offensive defensive/evasion
. Groove Force is ---------------------- always offensive mainly support
. Chip damage attacks deal is ---------- increased** normal
* Malakh has no dash normals in neither of the grooves, and Ashley gets 4
in Assault and 12 in Technical.
** Meaning that A-Groove character will deal equally higher chip damage to
Technical and Assault characters alike.
# Assault Groove, Assault Brake, Assault Force
. Assault focuses primarily on combos and boosts the combo potential of lower
level attacks, i.e. normals.
. Assault brake allows to cancel the recovery of any standing, crouching,
dash or command normal with a '6D' motion. After AB, the character
automatically dashes forward, allowing the player catch up with his or her
opponent. Moreover, the damage correction after AB is reduced by 10%,
potentially bringing the correction value up to 100% (but not beyond that).
Assault Brake is allowed whenever the attack connects, be it an actual hit
or a blocked one (any guard type is ok).
. Assault Force ('3D' input) is a quick knockdown attack, that can both start
and continue combos. If charged (except one character) it gains additional
properties and can be blocked using only Just guard.
# Technical Groove, Technical Brake, Technical Force
. Tech.groove is a much less straightforward mode that revolves around tricks
and the ability to change one's tactic on the fly.
. Technical Brake ('4D'), unlike its Assault counterpart, has nothing to do
with damage. In a nutshell, it's an Offensive Brake, that spends less power
and works only in specific situations. Those are: player's attack is
whiffing or the attack is being or is about to be guarded by normal or
mighty guard. Not all attacks are eligible for a TB, however, but the rules
in general are pretty loose allowing some projectiles to be T-Braked even
from up close.
. Similar to TB, Tech.Force ('3D') is a support move most of the time, not
necessarily doing damage, but giving wider combo opportunities instead.
###### MISCELLANIOUS [CSMI]
# Negative Penalty
. If the player keeps backing away from his or her opponent without attacking
(as in successfully hitting the opponent) and generally goes into strong
defence, Negative Penalty will occur. Backdashing, walking backwards and
back jumping will all trigger NP. Whiffing attacks while doing so won't
prevent the NP.
. Visually, the character will turn red and his or her movement speed will
decrease. Further running away will produce a red ripple-like effect around
the character - in this state the movement speed is even slower.
. Additional effect NP bestows upon its victim are increased guard damage the
character takes from all attacks (it's effectively doubled) and reduced
guard meter regeneration.
. NP uses a sort of cooldown system - standing still will eventually end the
NP. It will happen even faster if the character successfully attacks or,
which is the primary NP-negation method, moves forward. Should he or she
resume the runaway tactic shortly after NP has worn off - it will take
effect faster than before.
. Sidestepping does not count towards neither NP nor its negation. NP also
does not affect sidestepping speed.
# Counter Hit
. Counters happen whenever player's attack hits opponent's in its startup or
attack frames and vice versa. Depending on the strength of opposing hits,
either only one will be successful or both will counter each other
("trade"). Attacks' strength also influences what counter level will occur
- 1, 2 or 3, with higher levels generally giving more hitstun and
untechable frames. In addition to this, all counters, no matter which
level, have an increased damage (it appears to be a countering hit-only
bonus, not affecting the rest of the combo, if there is one).
# Critical Hit
. Critical hit happens whenever an airborne character attempts to Normal
guard mid or low attack. Aside from longer untechable frames, critical hit
modifies the actual damage correction value and hits for 130% damage (this
value is given in the official manual, it may and probably does work
differently in-game) instead of 100%. This means, hits that combo off it
will also do more damage, due to correction now counting down from the
increased value and not the usual 100%.
# Clash
. Occurs when two opposing moves' hitboxes collide in their attack frames,
and is accompanied by a blurry lightning spark. Clash's outcome depends on
the strength of said attacks or, perhaps, some obscure "priority" - it's
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not clear in HK.
. Attacks of equal strength negate each other and recover, without either
side taking damage.
. If one of the hits is stronger than the other, it will negate the
opposition, but won't weaken itself, delivering full damage and, most
likely, a counter.
. In multi-hitting/autocombo attacks (those that are a series of
distinguishable hits), if only a part of the sequence had clashed,
remaining hits will not be cancelled or negated, hitting as they would
normally, unless countered.
. Weak projectiles simply disappear upon clashing.
# Power Raid
. Already described as part of the "Interface" section, Power Raid happens
automatically when both characters are low on health and have amassed Power
meters worth more than 100 points.
. When in Raid state, any Power-accumulating attack will shave Power points
off of the opponent's meter. The downside of this is that the player will
receive less Power in return.
==============================================================================
3. MOVELISTS :::::::::::::::::::::::::::::::::::::::::::::::::::::::: [MVLS]
==============================================================================
This section gives a basic list of characters' combat abilities. Specific
information on character's playstyle, if any, is given before the actual
movelist.
This is not a verbatim transcript of the official manual - numerical
notes expand further on the properties some moves possess.
###### MOVELIST CONVENTIONS [MVCV]
# Along with general conventions, movelists use additional abbreviations.
T - Throw TF - Technical Force
C - Command Normal AF - Assault Force
S - Special Attack EF - Ethereal Force
ODF - Overdrive Force
|->
'-> - followups (also ['] in the 'input' column)
-> - this followup is possbile after any version of the parent move
X-> - followup is possible only after the 'X' version of the parent move
ODM - Overdrive Mode (63214C)
B## - requires '##' Brake
P## - requires '##' Power
EX - move is an Extra Skill and requires 25 Power (in case the move has
several versions, this means the 'C' version is available only as an
Extra Skill)
^EX - with at least 25 Power, 'C' version of this move is upgraded to an
Extra Skill
/ - or
, - followed by
#L - move is a Launcher
#C - move is a crouch-guard Crusher
~P - this move consumes all available Power
*# - see note '#' below
note: Official manual treats actual unblockables and those one can block only
using Just guard to be in the same "unblockable" category. Within this
guide, the term applies only to attacks unblockable by design.
###### RAVEN [MVRA]
#
----- -------------------------------------- -------- ----------------------
Type: Attack (requirements) input : notes
----- -------------------------------------- -------- ----------------------
T: Dankei ............................... 4C
T: Kokuyou ......................(in air) 4C
C: Chi no Kiba -------------------------- 6B : #L
C: Kusabigake --------------------------- 4B : #C
C: Tsukikaze ---------------------------- 6C
C: Haori ------------------------(in air) 2C
S: Konton no Ude --------------------(EX) 236A/B/C : *1
S: |-> Yami no Ibuki -----------(->, ^EX) '6A/B/C : *1
S: '---'-> Yami no Houkou ------(->, ^EX) '4A/B/C : *1
S: Shokuten no Hane ----------------(^EX) 623A/B/C
S: Sakanagi no Tsume ---------------(^EX) 214A/B/C
S: |-> Sakuya no Agito --------(A->, ^EX) '4A/B/C
S: '---'-> Shokuten no Hane ---(A->, ^EX) '6A/B/C
S: Sakuya no Agito -----------------(^EX) 421A/B/C
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S: |-> Sakanagi no Tsume ------(A->, ^EX) '2A/B/C
S: '---'-> Shokuten no Hane ---(A->, ^EX) '6A/B/C
AF: Shin'en no Ude -=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *2
TF: Kuroi Rasen =-=-=-=-=-=-=-=-=-=-=(B40) 3D : unblockable, *3
EF: Hikari no Ude ===================(P50) 2363214C
EF: '-> Shishoku no Kakera ==========(P25) '41236C : *4
EF: Shikkoku no Tsubasa =============(P50) 2141236C
ODF: Gishin no Ude =============(ODM, B100) 236236C : ~P
*1 Actual followups are more specific than what the movelist can show.
Basically, only the 'A' version can be followed with almost anything. EX
version allows only EX followups, and 'B' is just a bit less restricted.
The diagram below shows the real options. Note that within the diagram
'C' denotes the EX version.
,===>A-----------------------.---------,--->4A/B/C
/ \ \ /
236{===>B---`---.--->6B ,--->6C `--->6A
\ \ / \
`===>C-------`-----'---------`--->4C
*2 Charged version is blockable only using Just Guard.
*3 It is possible to combo into this throw.
*4 Is an overhead.
###### SILVIS LAWS [MVSI]
#
----- ---------------------------------- -------- --------------------------
Type: Attack (requirements) input : notes
----- ---------------------------------- -------- --------------------------
T: Execution ........................ 4C
T: Round Spread .............(in air) 4C
C: Upper Thrust --------------------- 6B : #L
C: Cross Raid ----------------------- 4B : #C
S: Silver Spread -------------------- 236A/B/C : *1
S: |-> Silver Spread ------------(->) '6A/B/C : *1
S: | |-> Silver Spread --------(->) '6A/B/C
S: '---'---'-> Vertical Wedge ---(->) '4A/B/C
S: Vertical Wedge ------------------- 214A/B/C
S: Silver Rain ----------(in air, EX) 236A/B/C
S: Spinning Sabre --------------(^EX) 623A/B/C
S: Grand Rip Sabre ------------------ 421A/B
S: Vortex Sabre --------------------- 421C/[C] : *2
AF: Cross Brake Sabre =-=-=-=-=-=(B40) 3D/[D] : *3
TF: Vortex Sabre:Chase -=-=-=-=-=(B40) 3D : *4
EF: Punisher ====================(P50) 2141236C
EF: Sacred Sabre ================(P50) 2363214C
EF: Conviction ==================(P50) 22C/[C] : *5
ODF: Last Judgement ========(ODM, B100) 236236C : ~P
*1 When chaining "Silver Spreads", you are not allowed to follow up 'A'
version with 'C' and vice-versa. This does not affect the "Vertical
Wedge" followup in any way.
*2 Holding the 'C' button causes the blade to return back to Silvis. The
number of hits and damage is unchanged, and it will drag the opponent
closer to Silvis.
*3 Charged version can only be blocked using Just Guard.
*4 Offensive move with several possible outcomes.
- If the spinning blade manages to hit an airborne opponent, it will
"suck" him or her in, doing 4 hits before finally transforming and
immediately hitting for a 5 hit combo total.
- Grounded characters normally get hit once by the spinning form, and,
second time, by the transformed blade which homes in on the opponent's
exact X-Y-Z position (as it was at the moment of the blade's
transformation).
- If the opponent jumps into the spinning blade while it's in midair,
he or she will get 2-3 hits as per the first scenario.
*5 Holding 'C' causes more blades to spawn.
###### AYA [MVAY]
#Aya's Chain
. Aya can perform a specific chain using her moves - see notes for details.
. Special movelist conventions:
LV1~2-> - the followup is possible only after the first or second level of
the parent move (see notes)
----- --------------------------------------------- ---------------- -------
Type: Attack (requirements) input : notes
----- --------------------------------------------- ---------------- -------
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T: Shiroi Kusari ..................(also in air) 4C : *1
C: Tsumujikaze --------------------------------- 6B : #L, *2
C: Kamaitachi ---------------------------------- 4B : #C
C: Sazanami ------------------------------------ 6C
S: Kira no Shougeki ------------------------(EX) 236A/B/C/[A/B/C] : *3
S: Chi yori Wakitatsu Mono -----------------(EX) 623A/B/C
S: Ten yori Warisosogu Mono --------(in air, EX) 236A/B/[B]/C/[C] : *4
S: Chi wo Kakeru Mono -------------------------- 214A/[A] : *5, *7
S: |-> Ten wo Inuku Mono --------------(LV1~2->) '8
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Ten wo Inuku Mono --------------------------- 214B/[B] : *5, *7
S: |-> Kaze wo Hashiru Mono -----------(LV1~2->) '6/[6A/B/C] : *5, *6
S: |-> Chi wo Ugatsu Mono -------------(LV1~2->) '2/[2A/B/C] : *5, *6
S: |-> Ten yori Warisosogu Mono -------(->, ^EX) '88A/B/[B]/C/[C] : *4
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Kaze wo Hashiru Mono ----------------(in air) 214A/[A] : *5, *7
S: |-> Chi wo Ugatsu Mono -------------(LV1~2->) '2/[2A/B/C] : *5, *6
S: |-> Ten yori Warisosogu Mono -------(->, ^EX) '88A/B/[B]/C/[C] : *4
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Chi wo Ugatsu Mono ------------------(in air) 214B/[B] : *5, *7
S: |-> Chi wo Kakeru Mono -------------(LV1~2->) '6
S: |-> Ten wo Inuku Mono --------------(LV1~2->) '8
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Akaku Someageru Mono -----------(also in air) 214C/[C] : *8
AF: Hagane no Yaiba -=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *9
TF: Togayomi no Kusari =-=-=-=-=-=-=-=-=-=-=(B40) 3D : *10
EF: Hametsu no Kodou =======================(P50) 2141236C/[C] : *11
EF: Hi'iro no Rakuin =======================(P50) 2363214C
EF: '-> Tsui no Sora =======================(P25) '41236C
ODF: Saihate no Kioku ====(ODM, B100, also in air) 236236C : ~P, *12
*1 Airthrow knocks Aya down as well as her opponent. It does no damage and
she can recover mid-fall.
*2 The chasing jump is automatic.
*3 Charging the 'A' gives up to 9 hits and more damage, charging 'B' and
'EX' versions determines how far the spark will appear.
*4 Charged versions provide no additional benefits besides the delayed
startup.
*5 Has 3 charge levels - each subsequent is flashier and deals increasingly
more hits and damage. Simply tapping the attack button is considered the
attack's "Level 1" charge, fully charged is "Level 3", "Level 2" is
everything in-between.
*6 Inputting only the direction or tapping an attack button along with it
both give a LV1 attack. For LV2 and LV3, it does not matter which attack
button is used for charging.
*7 Followups to this are the first options in Aya's own chain combo
subsystem, which works as follows (actual chain trees are given in the
Aya's Movelist Addendum further in the guide).
- Firstly, there are 4 attacks, that work both as starters and links:
. "dash" ("Chi wo Kakeru" - 214A or 6)
. "airdash" ("Kaze wo Hashiru" - j.214A or j.6)
. "ascend" ("Ten wo Inuku" - 214B or 8)
. "descend" ("Chi wo Ugatsu" - j.214B or j.2)
- Secondly, two finisher attacks:
. 4C (an all-around finisher, it chains even after a charged starter
or link)
. 88A/B/[B]/C/[C] (only after "airdash" or "ascend")
- Finally, there are rules for a valid chain:
. with a few exceptions, all links and finishers are possible only if
the previous attack connects and the opponent does not recover
before it does so;
. in a chain, every link may be used only once;
. starters and links chain into each other depending on whether Aya
ends up in the air or on the ground - this way "ascend" chains into
both "airdash" and "descend", while "dash" can be followed only with
"ascend".
*8 Charged version covers more distance.
*9 Charged version can only be blocked using Just Guard.
*10 An almost instant ranged grab that does no damage and can be blocked,
but holds the opponent in place for a few moments if it connects.
- Vortex's spawn point is precisely the position of Aya's opponent
(meaning the actual X-Y-Z) at the moment of attack's execution.
- Vortex does not move once it's out - the opponent can evade the grab
if he or she was moving before its appearance.
*11 Charged version does more hits and damage.
*12 Opponent can recover from this move faster than Aya (she is unable to
tech the knockdown).
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###### CAMILLE ENFIELD [MVCA]
#
----- --------------------------------- --------- --------------------------
Type: Attack (requirements) input : notes
----- --------------------------------- --------- --------------------------
T: Rouga ........................... 4C
T: Shiga ...................(in air) 4C
C: Ouga ---------------------------- 6B : #L
C: Ryuuga -------------------------- 4B
S: Ryuusou Retsuga -------------(EX) 421C
S: Koga Kusanagi ------------------- 623A
S: Koga Aramasa -------------------- 623B
S: Koga Murakumo ------------------- 623C
S: Kiryuu Ouga ----------------(^EX) 214A/B/C : unblockable
S: Shisei Rouga -------------------- 41236C : unblockable
S: Fudou Juuga --------------------- 22A/B/C : *1, *2
S: Tsuiga Tenhou ---------------(EX) '44C : *3
AF: Tsuuga Chiihou =-=-=-=-=-=-=(B40) 3D/[D] : *4
TF: Juushin Raiga -=-=-=-=-=-=-=(B40) 3D : *5
EF: Fuuga:Ashura ===============(P50) 632146C : unblockable
EF: Fuuga:Karura ===============(P50) 2363214C : unblockable, *6
EF: Fudou Juuga:Sora ===========(P50) 22C : *1, *7
ODF: Camille Homerun ======(ODM, B100) 236236C : ~P
*1 A counter-stance. Different versions reverse attacks depending on their
strength, and Camille will always attempt to retaliate, even if it's a
projectile he's catching. The counter attack itself can be blocked.
*2 With 50 Power, 'C' version is upgraded to "Fudou Juuga:Sora" super.
*3 Is a followup to 4B, 421C, 623A/B/C, 214A/B/C (not EX) and 632146C.
*4 Regular version is a low level attack. Charged version is a 2-hitter -
1st hit can only be blocked using Just Guard in any stance, 2nd hit can
be blocked using any guard, but hits low (it's impossible to block the
second hit if the first one was Just Guarded standing).
*5 Camille receives a passive buff for around 6 seconds. While he is
surrounded by yellow aura his walking and dashing (but not
sidestepping) speed is increased, and he is granted a superarmour bonus
when standing, crouching, walking and dashing. He also receives
considerably less damage from all attacks (it does not affect the combo
damage displayed when he is hit) except Overdrive Forces.
*6 An anti-air grab. It won't catch grounded opponents regardless of their
height.
*7 Similar to non-super versions, the actual counter-stance is Camille
taunting his opponent - idle super flash marks the start of recovery
frames when Camille can no longer catch and reverse attacks.
###### KASUMI SEIGA FRESLIGHT [MVKS]
#
----- -------------------------------- -------- ----------------------------
Type: Attack (requirements) input : notes
----- -------------------------------- -------- ----------------------------
T: Tsukihaze ...................... 6C : can be comboed into
T: Hien ........................... 4C
T: Rakujitsu ..............(in air) 4C
C: Fugaku ------------------------- 6B : #L
C: Entsui ------------------------- 4B : #C
S: Hoshi Agito ----------------(EX) 623A/B/C
S: Fubuki ------------------------- 214A/B/C : *1
S: Nokori Yuki --------(in air, EX) 214A/B/C
S: Ouka --------------------------- 236A
S: Homuraboe ---------------------- 236C/[C] : press 'A' to cancel charging
S: Adzumaboe ------------------(EX) 2141236C : *2
S: Shouyou --------------------(EX) 22C : [L]
S: Kudaki Kaze -------------------- 236B
S: |-> Ouka ----------------------- '6A
S: | |-> Minamogari ------------- '6B
S: | '-> Fubuki ----------------- '4C
S: |-> Minamogari ----------------- '6B
S: | |-> Fubuki ----------------- '4C
S: | '-> Homuraboe -------------- '6C/[C] : press 'A' to cancel charging
S: '-> Kogarashi ------------------ '6C
S: |-> Entsui ----------------- '4B : *3
S: '-> Soukyuu ---------------- '6C
S: '-> Hoshi Agito ----(EX) '66C : *4
AF: Akemutsu -=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *5
TF: Kuremutsu =-=-=-=-=-=-=-=-=(B40) 3D : *6
EF: Rikudou no Maihime ========(P50) 2363214C
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EF: '-> Rikudou no Moukin =====(P25) '41236C
EF: Chizakura Ugachi ==========(P50) 632146C : unblockable
ODF: Daten no Tsubasa ====(ODM, B100) 236236C : ~P
*1 'A' version cover ~2/5 of the maximum distance between characters. If
the opponent is closer than this, Kasumi will still dash the same
distance, going through the opponent. 'B/C' version covers 1/3, and if
the opponent is closer than this, Kasumi will reappear right behind him
or her instead.
*2 Can only be blocked using Just Guard.
*3 Unlike the standalone '4B', is an overhead.
*4 A Just Frame aerial followup, not listed in the official manual (yet
amuzingly featured in the promo movie for CE), faster than the regular
EX Hoshi Agito.
*5 Charged version can only be blocked using Just Guard.
*6 Teleports Kasumi diagonally upwards.
- Covers around 1/3 of the maximum distance between characters length-
wise. If the opponent is less than 1/3 screen away, Kasumi will always
teleport up in front of him or her.
- Kasumi can attack right after she reappears.
- She cannot block during the post-telport fall animation.
- The teleport will be cancelled if Kasumi is hit in TF's startup
frames. Some moves will also land a counterhit.
###### CELES ALFORT [MVCE]
# Movement
. Celes is one of the two characters with airdashes.
. While air backdash distance is roughly the same as that of a grounded
version, forward airdash is thrice as longer, plus it goes downwards and
ends with Celes landing, omitting the falling animation.
. She can cancel her airdash into any attack. With normals, she will also
retain momentum.
. Celes cannot attack during air backdashing and until she has landed after
it.
. Celes cannot airdash after double jumps of any kind. She can after the
chase jump however.
# Fire Modes
. In addition to her usual stance, Celes can enter one of the two Fire
modes - "Fire Sword" and "Fire Armour" - using a special command, or both
via a super move.
. After one of these has been activated, the Flame gauge above her Brake
meter fills up and starts gradually decreasing. If idle, at lasts 20
seconds. During that time, Celes is powered up, gains access to new attacks
and also gradual Power accumulation in Sword mode (roughly 1 point every 2
seconds) or enhanced guard regeneration in Armour mode.
. All of the Sword and Armour exclusive moves take away a portion of the Fire
meter - the actual amount depends on the attack. However, none of these
moves require an exact number of Fire "points" to operate - having a pixel
of it is sufficient.
. Once Celes enters one of the solo modes, the second mode's icon will be
X-ed for about 2-3 seconds, prohibiting the switch. Celes can switch to the
second mode freely afterwards, but she cannot re-enter her current mode.
. There is no limit to how many times she can enter either mode or switch
between them during the match.
. Special movelist conventions:
e - enters
FS - Fire Sword mode
FA - Fire Armour mode
F2 - combined Fire Sword/Armour mode
OG - On Guard (perform while blocking using Normal or Mighty guard)
----- ----------------------------------------------------- -------- -------
Type: Attack (requirements) input : notes
----- ----------------------------------------------------- -------- -------
T: Bakuenken:Kouka ..................................... 4C
T: Bakuenken:Ake no Ne .........................(in air) 4C
C: Aerial Frontstep ----------------------------(in air) 66
C: Aerial Backstep -----------------------------(in air) 44
C: Houshinken:Hisai ------------------------------------ 4B : #C
C: Gen'eiken:Hanagasumi -------------------------------- 3C : #L
C: Rekkuuken:Hisui ------------------------------------- 6C
C: '-> Hienken:Ameyanagi ------------------------------- '4C : *1
C: Honoo no Yaiba -------------------------------------- 22A : eFS
C: Honoo no Yoroi -------------------------------------- 22B : eFA
S: Shippuuken:Yuki Tsubaki ------------------------(^EX) 214A/B/C
S: Renbuken:Yumezakura ---------------------(in air, EX) 214A/B/C
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S: Masenken:Sekiryuu-Rekka -----------------(FS/F2, ^EX) 236A/B/C
S: Madouken:Karyuu-Shouen ------------------(FS/F2, ^EX) 623A/B/C
S: Majinken:Kouryuusenku:Kakuyaku -----------(FS/F2, EX) 421C
S: Majinken:Kouryuusenku:Maihime ---------------(FA, EX) 421C
S: Imashime no Honoo ----------------------------(FA/F2) 22B
S: Imashime no Honoo ----------------------(FA, P25, OG) 46B
AF: Mashouken:Enga Senjin -=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *2
TF: Honoo no Sei =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D : *3
EF: Maouken:Hiryuu-Hougou ===================(FS/F2, P50) 2141236C
EF: Masenrekken:Suzaku Tenshou =(FA/F2, P50, also in air) 2363214C
EF: Enten Juusou ===================================(P50) 22C : *4
ODF: Celestial Feather ========================(ODM, B100) 236236C : ~P
*1 Comes out only if '6C' connects.
*2 Charged version can only be blocked using Just Guard.
*3 For as long as the orb is out (~7 seconds), Fire meter halts its auto-
depletion.
*4 Enters both Fire modes at once, giving access to all the fire moves.
"Sword" version of '421C' is used. In addition to this, the game spawns
another, invisible Fire meter, which is consumed prior to the visible
one and is completely identical to it. What this means, is that idling
Celes will spend 40 seconds buffed instead of the usual 20. Likewise,
she can perform, for example, 5 seemingly free 236A attacks and so on.
###### HARDY ALFORT [MVHA]
# Firearms
. All of Hardy's guns have limited ammunition - 6 bullets in each revolver
and 6 shells in the shotgun. Should those deplete, all moves that require
ammo (except one super) will no longer be available.
. Hardy starts every match with all of his arms loaded, and, during the
course of battle, has an option to reload his revolvers using a special
command. For the shotgun he recieves 2 shells every new round instead (this
won't exceed the 6-shell limit). In Technical groove, Hardy is able to
reload the shotgun using Technical Force.
. Special movelist conventions:
L - Left revolver ammo
R - Right revolver ammo
LR - ammo in both revolvers
S - Shotgun ammo
----- ------------------------------------------- --------- ----------------
Type: Attack (requirements) input : notes
----- ------------------------------------------- --------- ----------------
T: Smash Beat ................................ 4C
T: Long Goodbye ......................(in air) 4C
C: Nouten Chokugeki Kakato Otoshi ------------ 6B
C: Swing by Heel ----------------------------- 4B : #C
S: Fire Impact ----------------------------(S) 41236C
S: Knock the Door -------------------------(S) 63214C
S: Desperado:Quick ------------------------(L) 236A,A... : *1
S: |Desperado:Snipe -----------------------(R) 236B,B... : *1
S: ||Desperado:Rave ------------------(LR, EX) 236C,C... : *1
S: '''-> Fire Impact ------------------(S, ->) '6C
S: Disorder:Quick -------------------------(L) 214A,A... : *1
S: |Disorder:Snipe ------------------------(R) 214B,B... : *1
S: ||Disorder:Hedgehog ---------------(LR, EX) 214C,C... : *1
S: '''-> Knock the Door ---------------(S, ->) '4C
S: Air Raid Blitz:Quick -----------(L, in air) 236A
S: Air Raid Blitz:Snipe -----------(R, in air) 236B
S: Air Raid Blitz:Uproute ----(LR, EX, in air) 236C,C... : *1
S: Stinger:Left --------------------------(LR) 623A
S: Stinger:Right -------------------------(LR) 623B
S: Stinger:Grand ---------------------(LR, EX) 623C
S: Reload:Left ------------------------------- 2,2A : *2
S: Reload:Right ------------------------------ 2,2B : *2
S: Reload:Double -------------------------(EX) 2,2C : *2
S: Hand Grenade ------------------------------ 421A/B/C
AF: Crimson Inprint -=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *3
TF: Reload:Shell =-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D : *4
EF: Gravity Prison =======================(P50) 2363214C
EF: Heaven Geyser ========================(P50) 632146C : unblockable, *2
EF: '-> Buster Launcher ==================(P25) '222C
ODF: Fire Seven Days ================(ODM, B100) 236236C : ~P
*1 Mash the attack button for rapid fire (max 6 shots).
*2 Reloads the whole drum.
*3 Charged version can only be blocked using Just Guard.
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*4 Reloads 1 shell at a time. Start of a new round still gives 2 shells.
*5 Auto-reloads both revolvers and then empties them.
###### CLESTIS FARRELL [MVCL]
#
----- ----------------------------------------------- ---------------- -----
Type: Attack (requirements) input : notes
----- ----------------------------------------------- ---------------- -----
T: Fuushuu:Saidan e Itaru Michi .................. 4C
T: Kiten no Gi:Tenkyuu no Honrai .........(in air) 4C
C: Fuushuu:Kokuu no Yobigoe ---------------------- 6B : #L
C: Fuushuu:Rakutsui no Ne ------------------------ 4B : #C
C: Fuushuu:Nanaya Tsuranuku Kaze ----------------- 6C
C: Fuushuu:Kaze to Tsubasa no Uta ---(also in air) 2,2A/B/C : *2
S: Enshuu:Hisame Furu Utage -----------------(^EX) 236A/B/[B]/C/[C] : *3
S: Kiten no Gi:Sora wo Tsumugu Kioku --------(^EX) 623A/B/C
S: Honoo no Tsurugi:Ichi Shiki [Ootori] ---------- 214A
S: Honoo no Tsurugi:Ni Shiki [Tsumuji] ----------- 214B
S: Honoo no Tsurugi:San Shiki [Hitsugi] ---------- 214C
S: Fuushou:Tenjin ni Nozomu Hitsuji -------------- 641236C : *4
S: '-> Enshou:Shuzome no Sayo Kagura ----(->, P25) '41236C
AF: Kiten no Gi:Ametatsu Senjin -=-=-=-=-=-=-=(P40) 3D/[D] : *5
TF: Kiten no Gi:Kamui Tenkyou -=-=-=-=-=-=-=-=(P40) 3D : *6
EF: Kiten no Gi:Subekaraku wa Shi ============(P50) 2141236C
EF: Kiten no Gi:Shichinan Sokumetsu ==========(P50) 2363214C
ODF: Kiten no Gi:Keiji ==================(ODM, B100) 236236C : ~P
*1 Teleporting backwards does not count towards negative penalty.
*2 With 'B/C' and 'EX' version tapping the attack button causes projectiles
to follow a straight path; keeping the attack button pressed forces them
to continuously seek the opponent until all of them hit or otherwise
pass through the opponent. Clestis remains in a vulnerable stance for
the duration of the charged attack.
*3 Is an unblockable ranged throw. It does not follow the opponent and
won't connect if he or she manages to leave the circle (by jumping or
simply walking/sidestepping away). The throw can be cancelled if Clestis
is hit before the actual catch occurs.
*4 Active hitbox of the charged version extends as far as the "tip" of the
lightning. If Clestis hits with the flash at the base of the lightning
spike, the attack can only be blocked using Just Guard. In all other
cases it can be blocked using any guard type.
*5 Marks the opponent with a purple seal - he or she will get struck by
lightning a couple of moments afterwards. If Clestis is hit before the
lightning strike, the attack will be cancelled, otherwise it's
guaranteed and will always connect, although it can be blocked.
###### ARONIA EXCEL [MVAR]
# Gems
. Aronia can summon 3 types of gems that allow her to control space and set
up traps.
. She is able to place only one gem of each type, but can have all three
on-screen at any time. Aronia's supply of gems is infinite and she can
place new ones right after the previous were activated, with little delay.
. All gems have a limited "life" span - if not activated or revoked, they
will either simply disappear ('A' versions) or unleash a weaker version of
their attack ability ('B' and 'EX') before vanishing. Besides this, 'B' and
'EX' versions activate when the opponent is in close proximity.
. Special movelist conventions:
R - requires Ruby to be on-screen
A - requires Amethyst to be on-screen
Q - requires Aquamarine to be on-screen
OG - On Guard (perform while blocking with Normal or Mighty guard)
----- ------------------------------------------------ -------- ------------
Type: Attack (requirements) input : notes
----- ------------------------------------------------ -------- ------------
T: Tractor Ring ................................... 4C
T: Bound Fall .............................(in air) 4C
C: Stream Bash ------------------------------------ 6B : #L
C: Stream Fall ------------------------------------ 4B : #C
S: Hien no Ruby (Secchi) ----------------------(EX) 236A/B/C : *1
S: Hien no Ruby (Hatsudou) -----------------(R, EX) 236B/C
`------------(R, in air) 236B
S: Hien no Ruby (Kaishuu) ----------------------(R) 236A
S: Shiden no Amethyst (Secchi) ----------------(EX) 623A/B/C : *1
S: Shiden no Amethyst (Hatsudou) -----------(A, EX) 623B/C
`------(A, in air) 623B
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S: Shiden no Amethyst (Kaishuu) ----------------(A) 623A
S: Hekisui no Aquamarine (Secchi) -------------(EX) 421A/B/C : *2
S: Hekisui no Aquamarine (Hatsudou) --------(Q, EX) 421B/C
`---(Q, in air) 421B
S: Hekisui no Aquamarine (Kaishuu) -------------(Q) 421A
S: Souhi no Sapphire -------------------------(^EX) 22A/B/C
S: Reflector Shell -------------------------------- 214A : *3
S: Reflector Daggers -------------------------(^EX) 214B/C : *4
AF: Spell Bound Extinction -=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *5
TF: Ryokusui no Emerald =-=-=-=-=-=-=-(B40, also OG) 3D : *6
EF: Kouki no Diamond ==========================(P50) 2141236C
EF: Kokuyou no Black Diamond ==================(P50) 632146C : *7
ODF: Kinju:Mamon Kaijou =================(ODM, B=100) 236236C : ~P
*1 'A' version gem appears right in front of Aronia and then slowly seeks
her opponent. 'B/C' and 'EX' versions do not move, but are chargeable -
the longer the attack button is held, the farther the gem will be
placed.
*2 Same as above, except all versions will seek Aronia's opponent, even
charged ones. Activated Aquamarine will also home in on the opponent for
as long as the bubble is on-screen.
- If Aronia outruns the seeking 'B' or 'EX' Aquamarine, the gem for some
reason will start moving left, as if Aronia pushed it. Once activated,
the bubble will still move towards Aronia's opponent.
- The bubble can hit even in-between rounds.
*3 A counter-stance shield - if touched by any attack, including
projectiles (and except throws), shatters and retaliates with a cloud of
shards. Aronia can reverse even supers, but the shards themselves are
blockable and will disappear if Aronia is hit before they reach their
target.
*4 Aronia dragging someone past a dormant 'B' or 'EX' gem will not activate
that gem.
*5 Regular version always drags the opponent towards Aronia, unless the
attack is just guarded. Charged version can only be blocked using Just
Guard and it slams the opponent into the ground face-first, unless
airborne. The center of smaller rings is the actual range of the attack.
*6 Normally, the "On Guard" requirement means Aronia has to use either
Normal or Mighty Guard. However, as with other groove Forces, if one has
60 more Brake points to spare, it is possible to Guard Cancel into her
TF by inputting '3D, 3D' during Just Guard, which effectively applies
the "OG" notion to all guard types.
*7 Is an unblockable ground throw. If no gems are on-screen, black circles,
that catch the opponent, will appear around Aronia. If there is a gem,
circles will appear in its place instead (thus revoking it). In case of
multiple gems being placed, the one that came out first acts as a
beacon. In both cases, the smaller black ring is the hitbox.
###### KAKERU [MVKK]
# Katana Stances
. Kakeru has two additional stances, where he draws his katana, entered via
special commands or switched into from certain attacks. These two
completely change not only his movelist, but also movement and guarding
abilities.
. In "Katsugu" stance Kakeru puts katana onto his shoulder and gains a set of
slow, but extremely powerful moves. For this, he cannot crouch, walk, run,
jump or even guard - his only options are dashing (instead or running),
backdashing and sidestepping. The Katsugu dash is longer than the regular
one, and sidestepping causes Kakeru to move closer to his opponent instead
of circling around as with the default sidestep.
. In "Hiku", Kakeru holds katana low to the ground and attacks with less
straightforward and damaging slashes, but his defence is nonetheless low.
Once again, he cannot guard, walk, jump or crouch, but in this stance he
is able to run as well as dash. Forward dash is much shorter, backdash, on
the other hand, noticeably longer, and sidestep now causes Kakeru to
increase the distance between him and his opponent.
. In both katana stances Kakeru is able to cancel his dash into an attack
thus adding momentum. In addition to this, most stance attacks have a
"built-in" option to switch into another stance on the fly, allowing Kakeru
to link together attacks from both modes.
. Kakeru's movelist addendum further down the guide has the diagram of how
stances and their options relate to each other.
. Special movelist conventions:
s - swtiches to
N - Neutral Stance (the required stance unless otherwise noted)
K - Katsugu Stance
H - Hiku Stance
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----- --------------------------------------------- -------------- ---------
Type: Attack (requirements) input : notes
----- --------------------------------------------- -------------- ---------
T: Tada no Bouryoku ............................ 4C
T: Tada no Tatakitsuke .................(in air) 4C
C: Body Blow ----------------------------------- 6B/[B]
C: Noutou ---------------------------------(K/H) 4D/214A : sN
C: Katsugu-you ni Kamaeru -----------------(N/H) 214B : sK
C: Hiku-you ni Kamaeru --------------------(N/K) 214C : sH
S: Mukashi, Nanika de Mita Waza ---(also in air) 214A
S: Oni Kenbai ---------------------------------- 236B/[B]/C/[C] : *1
S: '-> Saya Oi --------------------------(B/C->) '6B/C
S: Magatsusa Niwa --------------------------(EX) 623A/B/C : *2
S: Magatamawari -----------------------------(K) A/[A] : *1
S: Magatamabarai ----------------------------(K) A,B/A,[B] : *1
S: Iwato Kudaki -----------------------------(K) B :
S: Kamuro Otoshi ------------------------(K, EX) C :
S: Kamuro Hajiki ------------------------(K, EX) 2C :
S: Sakakidachi ------------------------------(H) A/[A] : *1
S: Hirasaka ---------------------------------(H) B/[B] : *1
S: Ikinari Sasu -----------------------------(H) 6C
S: Hoshi Yadoshi ------------------------(H, EX) C
S: '-> Oni Hime Misogi --------------------(P25) '41236C
S: Fumikomi -------------------------------(K/H) 236A/B/C : *3
S: |-> Idzuno Haburi ----------------------(A->) 'A/[A] : *1
S: |-> Kegare Naobi -----------------------(A->) 'B/[B] : *1
S: '-> Magatsuhi --------------------------(A->) 'C
AF: Hi no Kakera =-=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *4
TF: Yomotsu Hegui -=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D : *5
EF: Oni Kagura =============================(P50) 2141236C
EF: '-> Oni Hime Misogi ====================(P25) '41236C
EF: Oni Yatsuka ============================(P50) 2363214C
ODF: Kamukura Hofuri ==================(ODM, B100) 236236C : ~P
*1 Holding the attack button forces Kakeru to either remain in the current
stance or switch to another (depending on the move).
*2 Is unblockable.
*3 If 'A' version is not followed up, it will cause Kakeru to sheath his
sword. 'B' and 'C' versions automatically put him into Katsugu and Hiku
stances respectively.
*4 Charged version can only be blocked using Just Guard.
*5 Is an unblockable counter-stance. Kakeru can catch and counter both mid,
low and overhead attacks as long as it hits the TF spark. Opponent
cannot Interruptive Brake this counter. Projectiles will clash with the
TF spark without Kakeru attempting to counter them.
###### MALAKH [MVMA]
# Movement
. Malakh's ground dash/run makes it fly upwards and then descend, forming an
arc. Height and distance depend on how long the '6' has been held after the
initial input. During this time the character is considered airborne.
. Malakh cannot perform a quick jump, but can still do a dashing one if the
input is quick enough for it to not go into the regular dash.
. In the air, Malakh can perform airdashes. Backdash is longer and faster
than the ground one, and goes downwards, while the regular airdash (66) is
shorter and also goes diagonally downwards. There is also an alternative
forward airdash (8), which gives Malakh a bit of height before descending,
but covers the same distance and is slightly slower.
. Malakh can also double airdash, using any two dashes. But it cannot airdash
after the ground dash.
. Both the ground dash and forward airdashes can be cancelled into any
airborne attack. Neither of the backdashes allow this.
. Malakh can freely airdash after some of the aerial attacks.
. Malakh has no double jump in Launcher combos and after aerial Offensive
Brakes - inputting '7', '8' or '9' results in an upward airdash. '66' and
'44' airdashes are also available.
----- -------------------------------------------- -------- ----------------
Type: Attack (requirements) input : notes
----- -------------------------------------------- -------- ----------------
T: Enshou:Eishou / Tractus .................... 4C
T: Enshou:Zokushou / Sequentia ........(in air) 4C
C: Aerial Dash ------------------------(in air) 66/8
C: Aerial Backdash --------------------(in air) 44
C: Honoo no Tsurugi:Sen ----------------------- 4B : #C
C: Honoo no Tsurugi:Ugatsu -------------------- 6C
C: '-> Honoo no Tsurugi:Harai ----------------- '4C
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S: Tenshou:Nyuusai / Introitus -----------(^EX) 214A/B/C
S: Tenshou:Hairyou / Communio ------------(^EX) 236A/B/C
S: Tenshou:Shoukai / Graduale -------------(EX) 623C
`----(in air, EX) 623A/B/C
S: Tenshou:Houken / Offertorium ---(in air, EX) 214A/B/C
AF: Shinka:Shinkou / Credo -=-=-=-=-=-=-=-=(B40) 3D : #L
TF: Shinka:Heiwa / Anus Dei =-=-=-=-=-=-=-=(B40) 3D : *1
EF: Shinka:Kyuuai / Kyrie =========(in air, P50) 2363214C
EF: Shinka:Kansha / Sanctus =======(in air, P50) 2141236C
EF: Shinka:Eikou / Gloria =========(in air, P50) 632146C : unblockable, *2
ODF: Shingi:Sanseishou / Trisagion ===(ODM, B100) 236236C : ~P
*1 A quick attack. Despite its appearance, the pillar does not hit all the
way up.
*2 Even though it's possible to cancel Malakh's dash into the grab
extremely close to the ground, it will still work only against airborne
opponents.
###### ASHLEY [MVAS]
# Apport System
. Ashley has three individual weapon modes - Dual Swords (or Daggers), Great
Sword and Dual SMGs. She can switch between them at any time, using either
standalone moves for "manual" switching or performing attacks that end in
an automatic weapon switch. Ashley starts the match with Daggers equipped
unless she's facing Camille or Hardy, in which case she starts with the
Sword and SMGs respectively.
. After Ashley has switched weapons, the one she was previously using
becomes temporarily unavailable for about 4-5 seconds (the corresponding
weapon icon above Ashley's Brake gauge will be X-ed). Note that auto-
switch, present after EFs, ignores this rule.
. Depending on what she has equipped at the moment, Ashley's whole moveset
also changes, retaining only some of the universal normal attacks. She
gains different dash normals in Dagger and SMG modes, and has none with the
Sword out. This makes up for a total of 4 dash normals in Assault groove,
and 12 - in Technical.
. Wielding the Great Sword hampers Ashley's movement ability - she can no
longer run, and moves in hops instead.
. With Dual SMGs she has a finite number of bullets (80) - should those
deplete, most shooting attacks become unavailable until Ashley "re-enters"
the mode (then she'll have full clips again).
. Although shooting attacks always drain a set amount of ammo per move,
Ashley does not need the exact number of bullets to perform such a move and
neither will ammo shortage weaken the attack. This means that even with 4
bullets left, EX236 will still hit 10 times with full power.
. Special movelist conventions:
s - switches to
D - Daggers
S - Sword
U - SMGs
-# - fires # bullets
----- --------------------------------------------- -------- ---------------
Type: Attack (requirements) input : notes
----- --------------------------------------------- -------- ---------------
ANY WEAPON
C: Keriage ------------------------------------- 6B : #L
C: Tatakitsuke --------------------------------- 4B : #C
S: Apport:Twin Edge ------(EX, S/U, also in air) 22A : sD, *1
S: Apport:Huge Sword -----(EX, D/U, also in air) 22B : sS, *1
S: Apport:Bullet ---------(EX, D/S, also in air) 22C : sU, *1
TF: Apport Enhance =-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D : *2
DAGGERS
T: Kubigari .................................... 4C
T: Keitsui Ori .........................(in air) 4C
S: Falcon Raid --------------------------------- 236A/B/C
S: Sonic Rush ---------------------------------- 214A
S: Viper Bite ---------------------------------- 214B/C
S: |-> Venom Slash ------------------------(B->) '6A/B
S: '-> Griffin Claw -------------------(EX, B->) '6C : *3
S: Griffin Claw ----------------------------(EX) 623A/B/C
`-----------------------(in air) 623C
S: Wyrm Tail ---------------------------(in air) 214C
AF: Shatter Spine -=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *4
EF: Punishing Stab =========================(P50) 2363214C : sS
EF: Punishing Stab =========================(P50) 2141236C : sU
SWORD
T: Taisei Kuzushi .............................. 4C
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S: Hard Smash ------------------------------(EX) 236A/B/C
S: Accelerator Rush ---------------------------- 214A/B
S: |-> Ground Shift -----------------------(B->) '6A
S: |-> Upper Shift ------------------------(B->) '6B
S: '-> Strike Smash -----------------------(B->) '6C
S: Strike Smash -------------------------------- 214C
AF: Slam Smash =-=-=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *4
EF: Force Impact ===========================(P50) 2363214C : sU
EF: Force Impact ===========================(P50) 2141236C : sD
SMGS
T: Down Blast ............................(ammo) 4C : -10, *5
T: Air Blast .....................(in air, ammo) 4C : -6, *5
S: Salamander ------------------------(ammo, EX) 236A/B/C : -3/4/10, *6
S: Sulfide -------------------------------(ammo) 421A/B/C : -6, *6
S: Double Fang ---------------------------(ammo) 214A/B : *7
S: |-> Sonic Step ---------------------(EX, A->) '6A
S: |-> Wide Sweep --------------------(ammo, ->) '4A : -8, *6
S: |-> Side Cross -------------------(ammo, A->) '6B : -6, *6
S: |-> Side Shot --------------------(ammo, A->) '4B : -6, *6
S: |-> Front Blast -------------------(ammo, ->) '6C : -6, *6
S: '-> Rear Blast --------------------(ammo, ->) '4C : -6, *6 *8
S: Aerial Fire -------------------(ammo, in air) 236C : -6, *6 *8
AF: Crumble Gash =-=-=-=-=-=-=-=-=-=-=-=-=-=(B40) 3D/[D] : *4
EF: Bullet Rain ============================(P50) 2363214C : sD
EF: Bullet Rain ============================(P50) 2141236C : sS
ANY WEAPON
ODF: Carnage ==========================(ODM, B100) 236236C : ~P, sS
*1 If incorporated into a combo, each Apport switch resets prorating by
about 15%.
*2 Gives Ashley one Enhance token (or simply E-token). Up to 5 tokens can
be stored at anytime. They are carried between the rounds.
- 1 E-token is consumed with each Apport switch and (if it's during a
combo) resets prorating by 20%.
- This reset stacks with the switch's own correction, meaning Enhanced
switch resets combo prorating by 35%.
- Having two e-switches within a combo nets a 70% rollback.
*3 This followup is not listed in the official manual.
*4 Charged version can only be blocked using Just Guard. Furthermore the
first hit of the non-charged Crumble Gash is a mid-level attack.
*5 If the clips are empty, the attack still hits, but does less damage.
*6 If the clips are empty, Ashley won't perform the move.
*7 All of the followups to Double Fang are "freely" cancellable into each
other (see Movelists addendum further down for a graphical
representation). Ashley can link these into a continuous string of
bursts if these points are taken into account:
- 214A is a starter that can be chained into anything, while 214B chains
only into 4A, 6C and 4C, they, in turn, - into anything else;
- in a chain, each followup may be used only once;
- 6A can be cancelled only into 4A or 4C;
- all inputs are relative to Ashley's opponent - for example, 4B and 4C
cause Ashley to face the other way, effectively reversing all the
inputs (id est doing "Side Shot" into "Side Cross" will require a
'4B -> 4B' input and not '4B -> 6B'); likewise, the 214B starter and
6A followup dash may end up with Ashley facing away from her
adversary.
*8 For all intents and purposes, "Rear" and "Front" blasts are the same
attack with identical animation, properties and damage output.
###### AYA/immortal [MVAI]
# Heat System
. Aya/immortal or Kakusei Aya (meaning "awakened") has little to do with the
usual Aya, sporting a different movelist and an additional meter
unofficially called "Heat" ("Kakusei" meter otherwise).
. A number of moves fill this gauge (H+ attacks) and as it progresses towards
the nominal 100 points, Aya becomes faster, gains new moves and powers up
the ones already available.
. In addition to Heat increasing attacks, there are also those that spend it
(H- attacks).
. H- moves empty the Heat meter regardless of the attack hitting, whiffing or
getting blocked. H+ moves give Heat only upon successfully connecting or
getting blocked.
. Aya's strength is represented with the colour of the Heat gauge and aura
around Aya herself. There are four Heat levels:
- 00~36 points - Red;
- 36~72 points - Orange;
- 73~99 points - Yellow;
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- 100~0 points - White.
. Once Aya hits the 100 mark, Heat starts gradually decreasing until the
meter empties. It's not the same as Overdrive mode, however, since Aya can
still gain or lose portions of Heat from using certain attacks.
. Special movelist conventions:
H+ - increases Heat
H- - decreases Heat
O+ - at least Orange Heat level is required
----- ------------------------- -------- -----------------------------------
Type: Attack (requirements) input : notes
----- ------------------------- -------- -----------------------------------
T: ??? ..................... 4C : powers up at White level
T: ??? .............(in air) 4C
C: ??? --------------------- 3B : #L, *1
C: ??? -----------------(O+) 6B : H+
C: ??? --------------------- 4B : #C, H+
S: ??? -----------------(EX) 236A/B/C : H-, powers up at Yellow level
S: ??? -----------------(EX) 623A/B/C : H-
S: ??? ----(also in air, EX) 214B/C : H+, *2
S: ??? ---------(in air, EX) 236A/B/C : H+, *2
S: ??? -----------------(EX) 421A/B/C : H+, *2
S: ??? ---------(in air, EX) 421B/C : H+, *2
AF: ??? -=-=-=-=-=-=-=-=(B40) 3D/[D] : *3
TF: ??? -=-=-=-=-=-=-=-=(B40) 3D/[D] : *4
EF: ??? ================(P50) 2141236C : H-, spends all available Heat
EF: ??? ============(O+, P50) 2363214C : *5
EF: ??? ================(P50) 22C : H+, instantly gives White level
ODF: ??? ==========(ODM, B100) 236236C : ~P, *6
*0 Besides those listed above, all 'B' and 'C' normals give varying amounts
of Heat.
*1 While curiously lacking the appropriate FX, all other Launcher
properties are retained within this move. The chase jump is automatic.
*2 EX version becomes available upon reaching Orange level and it neither
gives nor consumes Heat.
*3 Charged version can only be blocked using Just Guard.
*4 Tapping 3D gives ~12-13 Heat points per use, holding 'D' can give up to
36 points, or, in other words, one full Heat level.
*5 Each subsequent Heat level produces more hits and damage.
- In case of White level, if the Heat meter empties before the final
sequence starts, Aya won't perform that extra part resulting in a
Yellow level EF. It will be a a Yellow level EF even if the meter
empties during the attack's startup.
*6 Can only be blocked using Just Guard.
==============================================================================
4. COMBAT SYSTEM ADDENDUM ::::::::::::::::::::::::::::::::::::::::::: [ADCS]
==============================================================================
Optional knowledge.
# Animation Breakdown
. Every move (and, in fact, movement) is an animation measured in frames.
. Startup is when the character leaves the neutral stance and is preparing to
hit, winding up an attack etc. Usually possess extra properties like
superarmour or invincibility.
. Active frames is when the move can actually hit. These are the frames that
counter, clash and trade. The moment an attack connects, blocked or not,
the animation of both characters briefly pauses - these are hitstop frames.
During them, Guard and Brake meters halt their regeneration
. Recovery is the character returning back to neutral stance. Until the
recovery frames end or are cancelled, the character cannot move or attack
again.
# Stun
. Whenever the character is immobile and cannot act.
. Hit stun is the time between getting hit and being able to act again. In
the air translates directly into untechable frames. Varies depending on the
attack.
. Block stun is how long the character will remain in guarding animation
(without the player input, naturally) after blocking an attack. Varies,
being tied to both the attack and guard type.
. Crush stun denotes the character's immobility after suffering a Guard
Crush. This one has a set duration regardless of the attack.
# Invalid Combo
. If the opponent misses the opportunity to tech, the player may take
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advantage of this and start a combo or extend the current one further.
However, as per most fighting games, it is implied that skilled player
should and will tech whenever possible, making such situational combos
impossible or simply impractical in a real match - "invalid", as they are
commonly known.
. To notify the players of a combo becoming invalid, combo display damage and
correction digits turn orange.
# Damage Scaling, Guts
. Damage scaling is a system that causes characters to receive less damage
when they are low on health. Magicks are done through a system of
"checkpoints" - whenever character's health drops below a certain point,
the incoming damage is reduced.
. At the moment these seem to be 75%, 50% and 25%. The first two reduce the
damage by only a small fraction, with reduction becoming noticeable only
after the 25% mark.
. There is, however, inconsistency between actual scaled damage and its
representation in-game - even when characters obviously take less damage
(health dropped below a certain checkpoint, health meter depletes in lesser
chunks), combo info display shows the exact same values as if their health
bar was full.
. This inconsistency may or may not have anything to do with the occasionally
mentioned "guts" parameter - basically, a passive damage modifier - thanks
to it, different characters appear to lose health faster/slower (Camille's
Tech Force would be an example of a "forced" guts modifier).
# Damage Correction, Forced Prorating
. Damage correction (or prorating) is an active damage modifier found within
combos. Its general rule: the farther in a combo the hit is, the less
damage it will do (1st hit - 100%, 2nd - 95% etc.).
. Forced prorating is a common attack property that causes the next hit in
the combo to deal considerably less damage, applying a 75% or an even
bigger correction. Generally, fast and safe pokes (like 'A' normals) sport
a high correction modifier.
. In addition to all this, correction value may also be altered through
Critical hits, Offensive and Assault brakes.
# Ground Bounce Prorating
. Some moves cause the opponent to bounce off the ground - there is a
difference between hitting an opponent who is about to hit the ground and
the one who has bounced off of it - hitting the latter increases combo
prorating by 25% or more.
. GBP is not tied to combo being valid or invalid.
# Range Dependant Properties
. Certain attack that possess large hitboxes (like Raven's sword attacks)
will have extra properties depending on which part of the hitbox connects,
creating an illusion of the attack behaving differently at different
range.
. For example, some of Raven's sword attacks knock down if the sword hits
with its base, and vice versa - in case the opponent is too far, and the
weapon hits with its tip, it won't knock down. Same applies to some
launchers. Damage output on some attacks also depends on range.
==============================================================================
5. MOVELISTS ADDENDUM ::::::::::::::::::::::::::::::::::::::::::::::: [ADMV]
==============================================================================
Stuff deemed excessive for the movelists section.
###### AYA [ADAY]
# Chain trees (a.k.a. razor train cockpit designs)
. '===>' arrows depict first step options, listed in the official manual.
1) ,-------------------------,--->88(all versions)
/ /
/ ,--->6(LV3)-------,---{
/ / / \
214A===>LV1~2===>8---{----->6(LV1~2)---' \
\ \ \ \ \ \
\ \ \ `------`--->2(LV1~3) \
\ \ \ \ \
`===>LV3=`====`===============`=============`===>4C
* '2(LV1~3)' does not normally connect after '6(LV1~2)' because of
knockback, and it makes '6 > 2 > 4C' possible in only a handful of
situations.
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2) .===>LV3=.======================.
/ / \
/ / ,===>6(LV3)-------,----`=====.===>88(all versions)
/ / / / \
214B===>LV1~2==={=====>6(LV1~2)---' \
\ \ \
\ \ \
`======`==.=====>2(lV1~2)--->6 \
\ \ \
`===>2(LV3)--------`---`===>4C
* none of the '2' normally connect after '6(LV1~2)', so both '6 > 2 > 4C' and
'6 > 2 > 6 > 4C' are impossible as part of a valid combo.
* In '214B > 2 > 6 > 4C' Aya will attempt '4C' even though '6' does not
connect after '2'.
3) ,===>LV3=,============================.
/ / \
/ / ,---------------,--->8--`==.===>88(all versions)
/ / / / \
/ / ,===>2(LV1~2)--.-->6-{ \
/ / / \ \ \
j.214A===>LV1~2==='=====>2(LV3)------`-----`--------------`===>4C
4) .----,--->88(all versions)
/ /
,----,--->8--->6(LV1~3)
/ / \ \
j.214B=====>LV1~2--->6 \ \
\ \ \ \ \
'===>LV3===`====`========`====`===>4C
###### KAKERU [ADKK]
# Stance options
. Not entirely useful, but still a rather peculiar diagram of how Kakeru's
stances have mirrored options. 'K' and 'H' are neutral "katsugu" and "hiku"
stances respectively.
.--->C .--->B
/--->2C /
/---------------->A
214B--->, /----------->[A] \
\ /--->B / `--->[B]-,
}--->K<------------<---236B<-, |
/ ^\ ^ \ \ |
236[B]--->' | \->236B-' .->[A]<-, \ |
| \ /--->A<---\ \ |
| \->236{---->C<----}236<-\ |
| \ \--->B<---/ \ |
| \ `->[B]<-' ,-236C<-\ | .<---236[C]
| \ \ v \v /
| `->236C--->------------>H<---{
'-[B]<---. / A<---/ \
\ [A]------------/ `<---214C
}-----------------/
/ /
B<---' 6C<---/
41236C<---C<---'
###### ASHLEY [ADAS]
# SMG chain
214A/B
,---------->4A A somewhat crude but mostly accurate repre-
| ^ sentation of "everything into anything" flow
| 214A | Ashley's SMG chain tree possesses.
|,----6B<--->| Starters next to each attack show whether
|| | 'A', 'B' or both versions can link into it.
vv 214A | All attacks except '6A' can link into each
214A--->6A<---4B<--->| other hence the two way arrows. Any attack can
^^ | be linked into '6A', but '6A' - only into '4A'
|| 214A/B | and '4C'.
|'----6C<--->| Each attack can be used in a chain only once.
| | Direction switching attacks aren't noted.
| v Example chain (not necessarily practical, but
'---------->4C possible): 214A > 4C > 4B > 6C > 6A > 4A
214A/B
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==============================================================================
6. GAME FILES, MENUS AND MODES :::::::::::::::::::::::::::::::::::::: [GFMM]
==============================================================================
###### File Structure
# Game Files
. Executables (EXE): "config", "hinokakera".
. Netplay configuration file: "net.txt".
. Resource archive files (DAT): "nvdat", "nvdat2", "nvobj", "vsdat", "vsobj",
"vsobj2", "vswav". NV files store Story mode related files, VS - versus
combat related.
. Music files (OGG): [bgm] folder. All the music from versus and story modes,
37 files.
. Documentation: "readme.txt", "manual.htm", [manual] folder.
# User files
. Savedata files (DAT): "config", "record2" (game statistics, what's unlocked
etc.), [savedata] folder (story mode saves - "nvrecord" and "nvsave##")
. Replay files (REP): [replay] folder.
# Config.exe
. Mostly self-explanatory, since it's in english.
. "Speed" does not affect frames per second, merely the pace of the game.
. "Field effect" seems to only turn the falling snow in one of the stages on
and off.
. "CutIn effect" turns on/off some special effects on the versus screen.
. If you're using the keyboard, config.exe does not permit mapping arrow
keys, and uses them only as default movement binds for the 2nd player.
###### Menus and Modes
# When navigating through menus, 'A' always acts as an "Enter/Ok" button and
'B' - "Cancel" (except in Config and Start menus).
# Config
. Copies external config except for the key binding part.
# Training mode
. Practice mode. Unlike most fighting games, it allows both characters to act
as dummies.
. Preceeding it is a character selection screen, where, after picking your
character, you have to choose his or her reinforce mode and colour using
directional keys. Same is required for the second character. Afterwards,
once again with directional keys, stage and background music must be
selected.
. All of the training options are accessible through the Start menu. There
are 3 sets of options - 'C' is used to switch between them and directional
keys to navigate and change available options. 'A' is "OK", 'B' and "Start"
will close the menu.
. General Options:
- "Exit (Save Replay)" records the whole training session into a .REP file.
- "Exit" quits to the main menu.
- "Restart" resets the session.
- "Continue" closes the menu.
. Player options (allows for both characters to be configured):
- "Action" toggles between manual control, preset stance or passes the
controls over to CPU of varying difficulty. "Manual" and "Stand" are
almost the same, except if "Manual" is used in conjunction with the Guard
setting below, it will cause the character to automatically crouch in
order to block low attacks.
- "Guard" forces the character to automatically block all hits using the
selected guard type.
- "Recover" sets the character to use air or ground recovery whenever
possible and in the selected direction.
- "Counter" puts the character into a constant counter state, so that every
hit he or she recieves is a counter hit of selected level,
- "Life" defines the maximum of the character's health meter - this will
also affect Brake and Power.
- "Power Gauge" controls the Power meter maximum. If anything besides
"Normal" is selected (in this state Power is affected by health meter as
per normal rules), Power will automatically snap to the selected value
(with "MAX" being 150 points).
- "Brake Gauge" controls the same for the Brake meter. The difference is
that even with "MAX" it won't go beyond 100 points - the overload is
controlled by the health meter at all times.
- "Guard Gauge" tweaks the Guard meter. Guard Crush is possible with any
setting, but only "Normal" is affected by the Negative Penalty in its
full.
- "OverDrive" determines the ODM rules. "On" is a constant ODM state, "Off"
disables the ODM command altogether.
- "Show Input" prints all the inputs for the character to the game screen.
# Arcade mode
. A traditional arcade mode, obeys the rules set in "Config" screen.
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. By default, lasts for 10 battles in total, the last being a boss encounter.
# Versus and Watch
. A single match against a live opponent ("VS Human" and an online "Network"
version - see next section for details), a computer-controlled character
("VS Com"), or a CPU vs CPU clash ("Watch").
. For reasons unknown, in Watch mode 2nd player controls are disabled.
. All modes allow saving replays through Start menu and Win screen.
# Story mode
. These are linear and quite lengthy visual novels, that tell the events of
Hinokakera from Raven's point of view and, as of version 1.01, Silvis',
with a number of versus battles in-between, where the player always
controls the Story protagonist. These battles must be won in order to
progress, otherwise it's Game Over.
. Progress in each story path can be saved, plus the game automatically
creates autosave "bookmarks" after the chapter has been completed
(implemented in v1.01).
. It is the only mode to use mouse (as in normal visual novels), although
keyboard is also allowed. 'Left click/A' progresses the text, while 'right
click/Start" - brings up/closes the mode's own menu.
- "View Image" (shortcut - 'B') - clears the screen of the text to show the
background image.
- "Auto Read" - automatically scrolls the text until the 'A' or 'B' buton
is pressed or the versus battle begins.
- "Rewind Text" ('up') - shows the already displayed text. Mousewheel and
'up/down' scroll the pages.
- "Config" - a number of options, that allow the player to enable "Auto
Skip" (whatever it is), adjust the text speed (great for swift "auto
read"), choose Raven's reinforce mode and set volume for sound effects
and music (story mode does not seem to recognize the volume settings, and
reacts only to changes made within the primary "config" menu).
- "Save" - allows to save current progress. There are 100 slots available.
- "Load" - gives a list of all available savegames to load.
- "Exit" - quits to title screen.
- "Cancel" ('B/Start') - closes the menu.
# Records and Ranking table
. By default, shows statistical information, like the overall time spent
playing. 'Left' and 'right' keys scroll through individual character
statistics: use percentage, longest combo and highest damage dealt.
. Pressing 'up' reveals the local ranking table. Shaped via 'Vs Human'
matches, it displays how good are the characters compared to others (5 -
win half of the matches against a specified character, 10 - win almost
every match, etc.). 'D' button, after confirmation, resets the table.
# Replay
. Here, all replays from the [replay] folder appear with the general battle
info to its right.
. All replays by default are named using "[Mode]_[Date]_[Time].rep" mask.
Game will play renamed files, but their sorting will be messed up,
since HK firstly sorts replays by game Mode, and only then - by name.
. 'A' is playback/ok, 'B' - exit to main menu/cancel and 'D' - delete replay
(after confirmation).
. It is possible to speed up the playback using 'A' to increase and 'B' to
decrease speed (no slowmo though).
==============================================================================
7. NETPLAY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [NTPL]
==============================================================================
Chaotic Eclipse introduces an updated online versus. It is no longer a
separate executable as in v2-3, but a separate gameplay mode, called "Vs Human
(Network)", accessible from the main menu. Yet utilizing it still requires
some fiddling with external files.
In order to experience the netplay:
. Navigate to the folder, where you have installed Chaotic Eclipse and locate
the 'net.txt' file. Open it with any text-processor and edit the lines.
. "NAME=" here you enter your preferred alias for online battles;
. "PORT=" this is the port you shall use to host the game (make sure the
port you insert is forwarded properly), official manual recommends to
insert values from 1024 to 49151, default port is 10996;
. "COMMENT=" is a random line of text that will appear next to your name -
you may as well leave the default message or clear the line after the equal
sign;
. "BOOST=" can be "0" or "1" and the latter is used to speed up the game
(thus loading the computer CPU), it is recommended you leave the default
"0" value;
. Next is the list of known players in a uniform "IP:Port" mask with a random
comment of your choice afterwards - you may omit the comment part, editing
only the IP list - each address should be a separate line.
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. After the appropriate edit 'net.txt' should look something like this:
NAME=Charlie
PORT=10996
COMMENT=Super Salt
BOOST=0
xxx.xxx.xx.xx:10996 Cupcake
yyy.yy.yy.yyy:7500 Angeltits
zzz.zzz.zz.zz:10996 Fleshlight
. After editing the file, save the changes and close it.
. Re-check that you have a global IP, the port you have listed in 'net.txt'
is open and 'hinokakera.exe' is not blocked by your firewall, then launch
the game and select the "Vs Human (Network)" mode - as you can see, all
the lines from 'net.txt' are reflected in this menu screen. Those in your
IP list who are not in the 'Network' menu will be marked with an "Unknown"
status.
. If you're hosting the game, set the "Delay" using the 'D' button (higher
delay means more lag, but works better if you have a slow connection), and
then press the 'C' button to host - the "Server Off" will change to
"Server On";
. Once the client connects you will be notified via a message at the bottom
of the screen - if he or she is in you 'net.txt' list, the line in the IP
list will also light up;
. To accept the incoming connection, press 'A' (you will then be taken to
the character selection screen) or 'B' to deny the request.
. If you are a client and someone from your list is hosting a game, his or
her line will automatically light up - the status will change to "Standby"
and alias with custom comment will be displayed ("Busy" status means the
host is in a game or cannot be connected to for some other reason);
. Below each available host will be a line with the host's game conditions
like delay, round time, game speed and win count.
. Select the host of your choice and press 'A' to request a match - if your
inquiry is accepted, you will then be taken to the character selection
screen, otherwise a "Denied" message will appear.
# Netplay Notes
. Server always takes 1st Player's side, client is always 2P;
. Number of rounds and game speed are all set by the server;
. Exiting the Network menu will terminate any connections (server disappears
from the active IP list);
. If the timeout reaches 5 seconds, the game will automatically exit to the
title screen (apparently, to prevent desyncronization).
==============================================================================
8. UNLOCKABLES :::::::::::::::::::::::::::::::::::::::::::::::::::::: [UNLK]
==============================================================================
What little secrets Hinokakera has to offer. For everything to work as it
should, enable default game settings in "config" menu - 2 Win Points and 100%
Life. This is not absolutely necessary, as far as I can tell, but just in
case.
# Aya/immortal
. Complete Story mode.
If you are not interested in HK's plot twists, but still want to obtain the
character the intended way, the best method to do so is to set the text
speed in Story mode to 10 and enable Auto Read - it won't take long for the
walls of text to be done with.
. NOTE that the above is how it was in v3. I am not 100% sure the
requirement for Immortal is the same in CE.
# 11th Battle
. To encounter one extra opponent (your character's rival/nemesis) after the
credits in Arcade mode, complete all 10 fights without using continues on
Normal or higher difficulty.
# 4th Colour
. To unlock one extra colour for the character, win the 11th battle with that
character on Normal or higher difficulty (continues in this last match are
allowed).
# OverDrive computer-controlled characters
. To unlock OD characters as opponents in "vs CPU" and "Watch" modes, win the
11th battle on Hard or Nightmare setting (continues are allowed) - the OD
counterpart of the character you've faced will become unlocked.
. To choose an OD character, hold 'C' while selecting him or her as you
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opponent in Vs Com mode. Works for both sides in Watch mode. And no, you
cannot unlock a playable OD character.
==============================================================================
9. TRIVIA :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [TRVA]
==============================================================================
Snatched straight from the manual, this section covers Hinokakera's
setting, character profiles and whatever strange words they may have as their
moves. Win quotes and Story mode translations are NOT included, simply
because they would take way too much space - there are about 1000+ win quotes
in the game, and Story mode is basically a full-fledged novel masking as an
extra to the main game.
# Background Story
The demise of the "Era of Omnipotent Science", that came in the shape no
man could have expected. The arrival of Seven alien beings. The descended
Seven in one stroke have reduced the world to ashes with their overwhelming
power of destruction. With 99% of the world population gone, the remaining
handful of humanity begins living the era of the long winter. The almighty art
of "Science", raised by the great ancestors is now nothing more than history.
Humanity, forced into living in a corner of the Earth, avoiding the Seven.
Yet within develops a new kind - the "Different Ones". These were the New
Form of Man , who actualized themselves through abandoning the science and
tapping into the new existence. For the mankind this evidence of "magic" that
these different ones were, seemed to become the light of hope.
Strengthened humanity, although small, have come to oppose the Seven. Yet
at the same time from the human race itself start appearing those who oppose
men.They, overcomed by magic, unable to preserve human form and reason, were
dubbed "Demons". People had to exert themselves and win their world over from
both the Seven and demons. At this time appear demons in possession of the
power - "Shishoku" - that sends all things to naught. Those creatures are
ruined in a suicidal battle fought by the different ones, yet by that time
vast areas have turned into a desolated wasteland. Taking this opportunity,
the different ones raise an organization to oppose demons and the Seven.
Later, this becomes an order preservation structure - the Court.
The Court has expanded its influence, growing into a worldwide public order
preservation structure. Henceforth, man continues the tactic of advancing and
retreating in order to regain the world supremacy. Simultaneously, there are
indications of Shishoku-fueled demons crossing over, whilst changing shape and
form. Battles with such creatures are lableled "Demon Sealing Wars" and each
time they happen, heavy sacrifices are paid.
The sixth Demon Sealing War has ended. And then, for a fleeting decade quiet
times flow...
Red. A sea of red. In this blindingly dyed world.
...A criminal, encounters.
* The last sentence refers to Raven meeting Aya in his Story arc -
apparently, the novel was Akaishi's intention the whole time, seeing as the
above text remained literally unchanged (except some rewordings related
to the Seven) throught all of HK revisions.
# Raven
. Gender ------------ male
. Blood Type -------- AB (4)
. Age --------------- 18
. Height ------------ 177cm
. Appearance -------- brunette, black eyes
. Weapon ------------ great blade of chaos
. Fighting Style ---- "Shishoku" ("Deadly Eclipse") and
a self taught great blade technique
. Character Voice --- Hiro
. Raven is being chased and labeled by the Court as a "Criminal" due to his
possession of "Shishoku", known as forbidden power. Because of this, his
attitude towards the Court is impulsive, quick tempered and belligerent.
. Each time this "Shishoku" power is being used, it puts a great load upon
the mind and body of the user and whittles down his life, drop by drop.
Nevertheless, Raven constantly pushes forward and goes against every
challenge.
. Raven makes a living as a jack-of-all-trades, but since he picks jobs
purely on an intuitive "suits or not" basis the earnings are low and he is
constantly in need.
. He's a type of person who doesn't give a fuck, yet when it comes to
fighting, he enjoys it.
. Dankei ---------------- Neck Cut
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. Kokuyou --------------- Black Sunshine
. Chi no Kiba ----------- Earth Fang
. Kusabigake ------------ Wedge Rack
. Tsukikaze ------------- Piercing Wind
. Haori ----------------- Feather Folding *1
. Konton no Ude --------- The Arm of Chaos *2
. Yami no Ibuki --------- Breath of Darkness
. Yami no Houkou -------- Howl of Darkness
. Shokuten no Hane ------ Sky Eclipsing Feathers
. Sakanagi no Tsume ----- Reverse Mowing Claw
. Sakuya no Agito ------- First Night's Move *3
. Shin'en no Ude -------- The Arm of Abyss *2
. Kuroi Rasen ----------- Black Helix
. Hikari no Ude --------- The Arm of Light *2
. Shishoku no Kakera ---- Fragment of the Deadly Eclipse *4
. Shikkoku no Tsubasa --- Raven Wings *5
. Gishin no Ude --------- The Arm of Deceiving God *2 *6
1 "haori" is also a type of traditional coat
2 "ude" can also mean skill
3 "agito" is the less common (as opposed to "ago") reading, meaning "jaw",
yet it is also "i move" in latin, which may be an intended play on
words...well, it definitely is better-looking
4 this is likely where v3's subtitle ("fragment:Eclipse") originates from
5 also "jet black wings", "onyx wings" etc.
6 "gishin"- variations of "falsehood, lie etc." + "god, mind"
# Silvis
. Aliases ----------- The 7th Executor, "Hakugin-no-Ken" (Silver Sabre)
. Gender ------------ male
. Blood Type -------- A (2)
. Age --------------- 20
. Height ------------ 180cm
. Appearance -------- silver hair, pale blue eyes
. Weapon ------------ daggers
. Fighting Style ---- "Hakujin Busou" (Dancing Swords Style) and
a dual wield daggers technique
. Character Voice --- Narumi
. Silvis is the Seventh "Executor" affiliated with the "Executive
Institution" - military structure within the Court. He possesses the
"Hakujin Busou" - ability to summon and telekinetically manipulate steel
swords.
. He bears an utmost hatred towards "Shishoku" and demons, after losing the
family in the Sixth Demon Sealing War.
. Silvis is serious and sober, and looks like someone who has a hard time
accomodating, yet thanks to his determination and abilities, he was chosen
as a "protector" at a young age.
# Aya
. Gender ------------ female
. Blood Type -------- A (2)
. Age --------------- 16
. Height ------------ 157cm
. Appearance -------- brunette, black eyes
. Weapon ------------ none
. Fighting Style ---- "Kou'un" ("Light Corona") and "Teitai" ("Retention")
. Character Voice --- Arimoto Renga
. In her body Aya holds an unstable "Power". The "Power" is an extreme
instinct of self-preservation, and upon sensing danger will attempt to
obliterate any obstacle regardless of the girl's will. Due to this power,
Aya is being held in custody upon receiving a special survelliance
designation by the Court. So far, daringly, the girl herself accepts this.
. Aya's character is honest and gentle, she does not let her shadow side out.
But, at the same time, she is very shy and withrdawn.
. Shiroi Kusari -------------- White Chain
. Tsumujikaze ---------------- Whirlwind
. Kamaitachi ----------------- Whirlwind Cut *1
. Sazanami ------------------- Ripples
. Kira no Shougeki ----------- Glittering Impact *2
. Chi yori Wakitatsu Mono ---- That, Which Boils Up from the Earth
. Ten yori Warisosogu Mono --- That, Which Splits Heavens
. Chi wo Kakeru Mono --------- That, Which Runs on Earth
. Chi wo Inuku Mono ---------- That, Which Shoots Through Heavens
. Kaze wo Hashiru Mono ------- That, Which Rides the Wind
. Chi wo Ugatsu Mono --------- That, Which Pierces the Earth
. Akaku Someageru Mono ------- That, Which Dyes Red
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. Hagane no Yaiba ------------ Sword of Steel
. Togayomi no Kusari --------- Precision Chain *3
. Hametsu no Kodou ----------- The Pulse of Destruction
. Hi'iro no Rakuin ----------- Scarlet Stigmas
. Tsui no Sora --------------- Pursuing Sky *4
. Saihate no Kioku ----------- Deepest Memories
0 in the manual all of Aya's moves are spelled using katakana, even though
they are purely japanese phrases - a sort of fancy stylistical thing
1 cut caused by a certain monster (it's a folklore thing)
2 it could as well be "hateful impact", but does it fit Aya?
3 current translation assumes that "toga" is "gpointed, sharp" and "yomi"
derives from "to read", so it's kinda-sorta "Chain of Precise Reading
(of Opponent's Position)"
4 likely refers to this move being an airborne followup to "gHiiro no Rakuin"
# Camille
. Gender ------------ male
. Blood Type -------- A (2)
. Age --------------- 19
. Height ------------ 178cm
. Appearance -------- blond, indigo blue eyes
. Weapon ------------ zanbatou
. Fighting Style ---- Heavens' Might school of fang-sword wielding
. Character Voice --- Mr. Ezy
. Camille is hot-blooded, stubborn and of great competitive spirit. He
considers his childhood friend Kasumi to be his rival, and challenges her
to a duel over almost everything.
. Being a womanizer, he pays careful attention to all women except Kasumi,
but either ignores or gets in fights with male opponents.
. As a man-of-all-work he lives from day to day in his own way. Despite being
in the same business with Raven, both of them think high about themselves,
and will never cooperate.
. Rouga ------------------------ Wolf's Tusk
. Shiga ------------------------ Lion's Tusk
. Ouga ------------------------- Phoenix's Tusk
. Ryuuga ----------------------- Dragon's Tusk
. Ryuusou Retsuga -------------- Ripping Tusk of the Dragon's Claw
. Koga Kusanagi ---------------- Tiger's Tusk - Weedwacker *1
. Koga Aramasa ----------------- Tiger's Tusk - Rough Justice *2
. Koga Murakumo ---------------- Tiger's Tusk - Gathering Cloud *3
. Kiryuu Ouga ------------------ Hollyhock Willow Phoenix's Tusk
. Shisei Rouga ----------------- Death Star Wolf's Tusk
. Fudou Juuga ------------------ Motionless Beast's Tusk
. Tsuiga Tenhou ---------------- Pursuing Tusk - Phoenix of the Sky *4
. Tsuuga Chiihou --------------- Passing Tusk - Phoenix of the Earth *4
. Juushin Raiga ---------------- Thunder Tusk of the Beasts' God
. Fuuga - Ashura --------------- Sealing Tusk - Asura *5
. Fuuga - Karura --------------- Sealing Tusk - Karura *6
. Fudou Juuga - Sora (Uchuu) --- Motionless Beast's Tusk - Sky (Space) *7
. Shin'i-ryou Fuburan ---------- Sealing Martial Tempest of the Heavens'
Might school *8
0 the often used "fang/tusk" seems to refer to Camille's sword
1 "Kusanagi-no-Tsurugi" is also the name of a mythical sword, part of the
japanese imperial regalia
2 "Orochi-no-Aramasa" is another name for "Ame-no-Habakiri", yet another
mythical sword, used to kill the serpent Orochi
3 "Ama-no-Murakumo-no-Tsurugi" is the original name of the sword "Kusanagi"
refers to
4 unlike in "Ouga" moves, this Phoenix is male
5 this particular "asura" is from Buddhism, where it's the name of the lowest
rank of the deities
6 likewise, man-bird deities in buddhism, predecessors to Garudas
7 inside brackets is the actual reading and translation of the last two kanji
in the move's name
8 the actual reading/translation of the kanji, that the manual presents as
"Camille's Homerun"
# Kasumi
. Gender ------------ female
. Blood Type -------- A (2)
. Age --------------- 17
. Height ------------ 164cm
. Appearance -------- brown hair, blue eyes
. Weapon ------------ empty hands
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. Fighting Style ---- Seiga ("blue river") school hand-to-hand technique
. Character Voice --- Sakurai Hikaru
. Kasumi admired her mother, who was of the hand-to-hand fighting school and
an Executioner, yet lost her in the Sixth Demon Sealing War. Since then,
she aims to be like her, having no other intent than constant
self-improvement.
. Kasumi hates killing, and prefers a test of skill with a strong opponent -
similar to a match. However she feels sick from Camille who unilaterally
considers himself her rival.
. Although possessing a refreshingly cheerful and determined personality,
Kasumi is a man-hater.
. Tsukihaze ------------------ Moon Split
. Hien ----------------------- Red Swallow *1
. Fugaku --------------------- Rising Peak
. Entsui --------------------- Swallow Mallet *1
. Rakujitsu ------------------ Setting Sun
. Hoshi Agito ---------------- Star Move *2
. Fubuki --------------------- Snow Storm
. Nokori Yuki ---------------- Lingering Snow
. Ouka ----------------------- Cherry Mist *3
. Homuraboe ------------------ Blazing Howl
. Adzumaboe ------------------ Thunder Howl
. Shouyou -------------------- Rising Sun
. Kudaki Kaze ---------------- Crushing Wind
. Minamogari ----------------- A Cut on Water
. Kogarashi ------------------ Wintry Wind
. Soukyuu -------------------- Blue Sky
. Akemutsu ------------------- Dawning Six *4
. Kuremutsu ------------------ Darkening Six *4
. Rikudou no Maihime --------- Dance of the Six Realms *5
. Rikudou no Moukin ---------- Raptor of the Six Realms *5 *6
. Chizakura Ugachi ----------- Blood Cherry Drill *3
. Daten no (Juuni) Tsubasa --- (Twelve) Wings of the Fallen *7
1 "swallow" as in "bird"
2 similar to one of Raven's moves, "agito" is either japanese for "jaw" or
latin for "I move"
3 "cherry" as in "sakura" and, curiously, the word for mist is "kasumi"
4 "six" may refer to six realms mentioned below
5 "rikudou" or "rokudou" ("six roads" literally) are six realms in buddhism
6 "raptor" as in "bird of prey"
7 original reading omits the numerics, "daten" may be a shortened "datenshi"
- "fallen angel, demon"
# Celes
. Gender ------------ female
. Blood Type -------- B (3)
. Age --------------- 17
. Height ------------ 167cm
. Appearance -------- light blond hair, deep blue eyes
. Weapon ------------ sabre
. Fighting Style ---- "Enten" ("Fire Wrap") and fencing
. Character Voice --- Honda Miki
. Celes holds the "Enten" ability to cover weapons or the whole body in
flames.
. Coming from a prosperous lineage with connections to the Court, she was
raised in especial comfort. However, because of a certain event, her
Executor-ranked father disappears, and Celes loses all memories of those
days. Afterwards, her younger sister enters the Court, being elected as an
Executor. Thus, left behind by everyone, Celes embarks on a journey to
search for her father and her lost memories.
. Not talkative and thin on showing emotions, she is unenthusiastic on the
surface, yet simply doesn't show much expression, and is quick to burst
into splendid flames.
. Bakuenken ----------- Sabre of Binding Flames
Kouka --------------- Crimson Petal
. Ake no Ne ----------- Scarlet Sound
. Houshinken ---------- Sabre of Demolishing Blade
Hisai --------------- Ice Crush
. Gen'eiken ----------- Phantom Sabre
Hanagasumi ---------- Flower Haze
. Rekkuuken ----------- Sabre of Splitting Void
Hisui --------------- Scattering Water
. Hienken ------------- Sabre of the Flying Swallow
Ameyanagi ----------- Heavenly Willow
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. Honoo no Yaiba ------ Sword of Flame
. Honoo no Yoroi ------ Armour of Flame
. Shippuuken ---------- Sabre of Hurricanes
Yuki Tsubaki -------- Snow Camelia
. Renbuken ------------ Sabre of the Joining Dance
Yomezakura ---------- Illusionary Cherry
. Masenken ------------ Sabre of Demonic Flash
Sekiryuu Rekka ------ Red Dragon's Inferno
. Madouken ------------ Sabre of Sorcery
Karyuu Shouen ------- Blazing Dragon's Burning Flame
. Majinken ------------ Sabre of Demonic Swiftness
Kouryuusenku -------- Crimson Dragon's Flashing Gallop
Kakuyaku ------------ Glittering Shine
. Maihime ------------- Ritual Dance
. Imashime no Honoo --- Flame of Admonition
. Mashouken ----------- Sabre of Demonic Stab
Enga Senjin --------- Blade of the Flaming Fang Pierce
. Honoo no Sei -------- Blazing Seed
. Maouken ------------- Sabre of Demonic Glitter
Hiryuu Hougou ------- Scarlet Dragon's Angry Roar
. Masenrekken --------- Furious Sabre of Demonic Flash
Suzaku Tenshou ------ Vermilion Bird's Soar
. Enten Juusou -------- Heavy Fire Wrap Attire
# Hardy
. Aliases ----------- The Original 3rd Executor, "Hi-no-Ude" ("Arm of Fire")
. Gender ------------ male
. Blood Type -------- B (3)
. Age --------------- 40
. Height ------------ 185cm
. Appearance -------- brown hair and eyes
. Weapon ------------ dual revolvers, shotgun
. Fighting Style ---- gun tricks
. Character Voice --- Abe Masaki
. Hardy was an Executor, a Different One in possession of magic. Because of
this power, he was the one man to encounter Shishoku-fueled demons face to
face in the Sixth Demon Sealing War. However, due to a certain event, he
loses his powers, and now finds himself estranged and pursued by the Court.
. Hardy uses "guns" - a rarity, as small arms are not in general distribution
and their increase is controlled by the Court.
. Big hearted man on the good side, ill-mannered on the bad. Hardy has the
nerve to keep cracking jokes even when cornered.
. Nouten Chokugeki Kakato Otoshi --- Direct Heel Drop to the Pate
# Clestis
. Gender ------------ male
. Blood Type -------- unknown
. Age --------------- 28 (appears as such)
. Height ------------ 184cm
. Appearance -------- gray hair, yellowish-brown eyes
. Weapon ------------ none
. Fighting Style ---- "Kitengi" ("Yellow Sky Rites")
. Character Voice --- KAZUMA
. Clestis is the one "High Priest" comprising the top secret "Principal
Temple" that governs over the Court, and, simultaneously, is a scholar. On
the surface, his appearance is that of a young man, but this is because he
stops his outward form from aging.
. Clestis practices "Kitengi" - ability to manipulate the weather itself - a
power that outclasses even the Different Ones.
. He's a pragmatist who wants results, and for the sake of his "goal" he
continues studies in any old way.
. Fuushuu -------------------- Wind Charms
. Kokuu no Yobigoe ----------- Call of the Empty Skies
. Rakutsui no Ne ------------- Sound of the Falling Hammer
. Nanaya Tsuranuku Kaze ------ Seven Nights Pierching Wind
. Saidan e Itaru Michi ------- Way to the Altar
. Kiten no Gi ---------------- Yellow Sky Rites
. Tenkyuu no Honrai ---------- Bustling Thunder of the Serein
. Kaze to Tsubasa no Uta ----- The Song of Winds and Wings *1
. Enshuu --------------------- Flame Charms
. Hisame Furu Utage ---------- Feast of the Scarlet Rain Falling
. Sora wo Tsumugu Kioku ------ Memories Spinning into the Sky *2
. Honoo no Tsurugi ----------- Blazing Glaive
. Ichi Shiki "Ootori" -------- First Rite "Phoenix" *3
. Ni Shiki "Tsumuji" --------- Second Rite "Rotation"
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. San Shiki "Hitsugi" -------- Third Rite "Casket"
. Tenjin ni Nozomu Hitsuji --- Sheep Wishing for Celestial Dus
. Shuzome no Sayo Kagura ----- Vermilion-dyed Evening Dance *4
. Ametatsu Senjin ------------ Flashing Blade of Heaven Eradication
. Kamui Tenkyou -------------- Heavenly Echo of God's Might
. Subekaraku wa Shi ---------- Death By All Means *5
. Shichinan Sokumetsu -------- Destruction by Seven Misfortunes *6
. Keiji ---------------------- Apocalypse
1 "winds and the song of wings" is also viable, I believe
2 in reality it should be "chuu" instead of "sora" - the kanji used is
"space" (albeit it is possible for it to be "sky" is well)
3 chinese "Fenghuang" phoenix
4 simplified here, "Kagura" is the name for Shinto music and dance numbers
5 not sure if it could be "By All Means, Die"
6 destruction as per Buddhist Seven Misfortunes and Eight Pains
# Aronia
. Aliases ----------- The 8th Executor, "Kisekidzukai" ("Gem Bearer")
. Gender ------------ female
. Blood Type -------- 0 (1)
. Age --------------- 25
. Height ------------ 171cm
. Appearance -------- light blond, green eyes
. Weapon ------------ "Seitai no Kubikazari" ("Star Belt Necklace") gems
. Fighting Style ---- "Kiseki Houjuu" ("Gem Charms")
. Character Voice --- Fujiwara Kyon
. Aronia is an Executor, who manipulates "Kiseki Houjuu" - charms that rule
over magicically tinged gemstones. Parallel to her affiliation with the
Executive Institution, she is also a highly capable scholar enrolled into
the Research Facility.
. After becoming a member of the Executive Institution and prior to ascending
to the Executor rank, Aronia had been Hardy's subordinate. Currently, being
concerned with research, she is effectively Clestis' right-hand person.
. Although a woman of unmatched beauty and great honour, always calm and
collected, never losing her grace, Aronia herself appears to have no
interest in any of it.
. Sechhi --------------------- Placement
. Hatsudou ------------------- Invocation
. Kaishuu -------------------- Recovery
. Hien no Ruby --------------- Ruby of the Scarlet Blaze
. Shiden no Amethyst --------- Amethyst of the Purple Lightning
. Hekisui no Aquamarine ------ Aquamarine of the Blue Water
. Souhi no Sapphire ---------- Sapphire of the Blue Ice
. Ryokusui no Emerald -------- Emerald of the Vibrant Green
. Kouki no Diamond ----------- Splendorous Diamond
. Kokuyou no Black Diamond --- Black Diamond of the Gleaming Darkness
. Kinju - Mamon Kaijou ------ Forbidden Spell - Demon Gates Unsealing
# Kakeru
. Aliases ----------- Vermillion
. Gender ------------ male
. Blood Type -------- unknown
. Age --------------- seemingly 20
. Height ------------ around 180cm
. Appearance -------- red hair, black eyes
. Weapon ------------ katana
. Fighting Style ---- unknown
. Character Voice --- Kaminagi Ken'ichirou
. Kakeru is an elusive swordsman. Besides a scar on his right cheek, nothing
is known about his origins. Rumour has it that his goal is demon
extermination, but it's unclear whether this is true or false. It's hard to
tell since when, but something named "Vermillion" started being whispered.
. Kakeru uses a peculiar sword called "Katana" - product of an ancient era.
He's the rude and unrefined type who just can't be bothered, and has an
aura about him of innately overpowering others.
. Tada no Bouryoku --------------- Just Another Mayhem
. Tada no Tatakitsuke ------------ Just Another Strike
. Noutou ------------------------- Sword Sheathe
. Katsugu-you ni Kamaeru --------- Shoulder-style Poise
. Hiku-you ni Kamaeru ------------ Ebb-style Poise
. Mukashi, Nanika de Mita Waza --- A Move, Seen Somewhere in the Past
. Oni Kenbai --------------------- Devil's Sword Dance
. Saya Oi ------------------------ Scabbard Follow-up
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. Magatsusa Niwa ----------------- Garden of Cursed Sands
. Magatamawari ------------------- Magatama Cleave *1
. Magatamabarai ------------------ Magatama Exorcism *1
. Iwato Kudaki ------------------- Stone Door Smash
. Kamuro Otoshi ------------------ Gods' Chamber Corruption
. Kamuro Hajiki ------------------ Gods' Chamber Flip
. Sakakidachi -------------------- Evergreen Judgment *2
. Hirasaka ----------------------- Comparatively Good Slope
. Ikinari Sasu ------------------- Sudden Stab
. Hoshi Yadoshi ------------------ Constellation
. Oni Hime Misogi ---------------- Demon Princess' Purification
. Fumikomi ----------------------- Step In
. Idzuno Haburi ------------------ Majestic Burial
. Kegare Naobi ------------------- Filthy Restoration *3
. Magatsuhi ---------------------- Evil *4
. Hi no Kakera ------------------- Scarlet Fragment
. Yomotsu Hegui ------------------ Inhaling from the Doors of Hell
. Oni Kagura --------------------- Demon's Dance *5
. Oni Yatsuka -------------------- Demon's Eight Grips
. Kamukura Hofuri ---------------- Gods' Seat Slaughter
0 manual's reading for Kakeru's moves are way off the charts - nanori
readings, different spelling entirely, it's all there; this is probably the
least accurate move names translation of all
1 "magatama" are comma-shaped jewels (japanese imperial regalia) - here it
can simply describe shape
2 sacred Shinto evergreen "sakaki"
3 seems to be "naobi no kami" - "Gods of Restoration", but w/out the "Gods"
part
4 likewise, "magatsuhi no kami" - "Evil Gods", sans the "Gods"
5 again, "kagura" is Shinto music and dancing
# Malakh
. Gender ------------ unknown
. Blood Type -------- unknown
. Age --------------- unknown
. Height ------------ unknown
. Appearance -------- chalk wings, golden-brown eyes
. Weapon ------------ "Honoo no Tsurugi" ("Blazing Glaive")
. Fighting Style ---- instincts
. Malakh is a superior demon, despite bearing an appearance which gives
others the impression of a Godsent messenger.
. Malakh is described as having an advanced intelligence, but is always
hostile towards humans, and it's impossible to communicate with it.
. Allegedly, there is a colony where each of the creatures shares a
collective consciousness.
. Possessing the attribute of fire, Malakh uses weapons of various forms,
these are collectively referred to as the "Blazing Glaive".
. Honoo no Tsurugi --- Blazing Glaive
. Sen ---------------- Rotation
. Ugatsu ------------- Pierce
. Harai -------------- Exorcism
. Enshou ------------- Chants to Fire
. Eishou ------------- Aria / Tractus *1
. Zokushou ----------- Successive Chants / Sequentia *2
. Tenshou ------------ Chants to Heavens
. Nyuusai ------------ Introduction Ritual / Introitos *2
. Hairyou ------------ Bestowed / Communio *2
. Shoukai ------------ Ascending Steps / Graduale *3
. Houken ------------- Offer / Offertorium *2
. Shinka ------------- Praise to Gods
. Shinkou ------------ Creed / Credo *4
. Heiwa -------------- Peace / Agnus-Dei *2 *4
. Kyuuai ------------- Seeking Pity / Kyrie *2 *4
. Kansha ------------- Gratitude / Sanctus *2 *4
. Eikou -------------- Glory / Gloria *4
. Shingi ------------- Sacred Ceremony
. Sanseishou --------- Hymn to Thrice Holy / Tris Agion *5
0 manual's kana readings for all of Malakh's moves are latin words (given
after the slash for comparison), to which the kanji are more or less
synonymous
1 part of liturgical proper (this basically applies to Malakh's every move,
so I omit noting it hereafter)
2 part of Mozart's Requiem
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3 a chant in liturgical proper
4 part of the Roman Rite Mass' invariable Order
5 japanese kanji translated as "Thrice Holy" may refer to any three
enlightened men, but here it's likely to mean 3 qualities of the Christian
God
# Ashley
. Gender ------------ female
. Blood Type -------- 0 (1)
. Age --------------- 19
. Height ------------ 165cm
. Appearance -------- brunette, dark eyes
. Weapon ------------ dual daggers, great sword, guns etc.
. Fighting Style ---- universal armed combat
. Character Voice --- Syobee
. Ashley is a faithful servant working for her master in the mansion of an
influental person.
. Despite having no magical powers, Ashley is an expert fighter, making full
use of a wide variety of weapons - from hand-to-hand combat to firearms.
She switches weapons mid-fight through means of substance transfer, dubbed
"Apport System".
. Ashley goes about her day fighting against all odds, handling flawlessly
everything from domestic chores to combat, and, above that, faithfully
trying to live up to her master's absurd orders.
. Keriage ---------- Kick Up
. Tatakitsuke ------ Slap
. Kubigari --------- Neck Cut
. Keitsui Ori ------ Spine Break
. Taisei Kuzushi --- Stance Crumble
# Aya/immortal
. her profile is "unknwon" question marks across the board - you have a
better chance understanding her background by playing the Story mode
(though it should be noted that she uses her own voice clips for screams
and moans - it could be Arimoto Renga or someone else entirely)
. Hi'iro no Tsume --- Scarlet Talon *1
1 Immortal's only move name is mentioned briefly in the v3.01 patch log -
happens to be her 236A move
==============================================================================
10. VERSIONS AND HISTORY :::::::::::::::::::::::::::::::::::::::::::: [VRHI]
==============================================================================
###### Chaotic Eclipse Versions
# 10/12/31 [v1.00] - Released at Comiket 79.
10/12/31 [v1.00a] - Official blog states the patch fixed issues with
netplay, yet no documentation came with it.
- Seems to edit some of the stage textures/effects.
11/02/18 [v1.00b] - Again, various undocumented changes.
- Malakh's freebie EX move has been fixed, among other
things.
- Ashley's Uzis now have a correct UI ammo display.
- Besides these there appear to be changes to Aya, Kasumi,
Celes, Aronia and Aya/immortal.
11/03/21 [v1.00c] - Yet another ninja hotfix.
- Camille's airthrow now works correctly against Hardy and
Clestis.
- Aronia's bubble-lightning combo now does damage.
- Clestis' 4B now properly affects crouching characters'
guard meter.
- Quick inspection shows that all characters have been
edited to some extent.
11/08/31 [v1.01] - Second Story mode path, focusing on Silvis.
- General gameplay bugfixes according to the blog, but
no further info.
###### A SHORT HISTORY OF HINOKAKERA'S MAJOR REVISIONS
The development had begun as far as year 2002, and the first big release
(v1.0) happened in 2003, during Comiket 65. Being patched afterwards, it
reached its final version number 1.11c in 2004. This first iteration had a
strong "old-school" feeling to it, with a rather slow gameplay, single jumps
"Power Charge" technique and devastating moves, called Overdrive Forces, with
hidden inputs (similar to Hidden Super Desperation Moves in "The King of
Fighters 2002"). There were 10 characters in total, with 3 of them being
unlockable (Clestis, Aronia and Kakeru).
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Version 2.00, which recieved yet another subtitle - "Reinforced Edition", -
was released as a patch in 2006 (Comiket 70), and then brought up to 2.02,
introducing a netplay client. Compared to v1, the gameplay had changed
drastically, getting a hectic Guilty Gear/Melty Blood twist, unifying the
Overdrive Force command, dropping Power Charge and switching to more cancels
(called Brakes), though still retaining some old-school quirks like single
jumps. Among the most notable features were 2 so-called Reinforce Modes, meant
to shift players' gameplay towards more agressive (Assault) or tricky
(Technical) style. In addition to this, minor updates like blood display,
several game speed and screen resolution choices were added to configurable
options, and a new hidden boss, Malakh, - to the arcade mode.
3.00-3.01a version was a 2007 (Comiket 73, v3.00-) and 2008 (v3.00)
commercial release, and the biggest content update since v1. New to this
version were 2 more characters, Malakh as a playable fighter and a Story
mode akin to visual novels, which is the main reason behind the game's new
subtitle "fragment:Eclipse", although the credits in the arcade mode still
list the game as "the Fragments of Innocent Sinner". Besides that, some tweaks
to Reinforce system were made, mainly to power up the previously weak Assault
mode.
On the downside, even with all these updates, the graphics and animations
have never been seriosuly improved - same 6 year old engine, same low-
polygonal models, same stages with blurry textures plastered all over them.
Then came "Chaotic Eclipse". Besides rolling back to v1.00 numbering
system, the 4th revision is the most visually appealing yet, with better
models, textures, overall lighting and simple but effective tricks to simulate
rim lighting and cloth physics. While not introducing new characters, CE,
besides the graphics update, focused on further improving the combat system by
removing superfluous elements like "Unlimited Brake" and finally making
Assault and Technical grooves distinct enough to be considered 2 separate
modes instead of one and a half. Netplay received an update too, becoming an
in-game mode and featuring a code good enough for USA-Europe connections to be
playable. Along with all these pros, CE had its share of cons, lacking any
truly new content, as well as introducing fresh gameplay bugs and outright
weird glitches that are being slowly fixed.
According to Akaishi, he plans to further update Chaotic Eclipse, though he
only mentioned new story mode paths (Silvis' story was added in 1.01 patch)
and better music.
###### GUIDE REVISIONS
# 0.90 - First release, built upon the older "fragment:Eclipse" guide.
Everything is included except trivia and translations, as those
require a thorough revision.
0.95 - Various wording and spelling corrections. Info on patches.
1.00 - Complete Trivia section, minor additions regarding v1.01, more
spelling corrections.
1.01 - Even more corrections (not just spelling this time), Ashley's
movelist addendum.
1.02 - Kakeru's stance relations.
==============================================================================
11. LINKS, CONTACT INFO ETC. :::::::::::::::::::::::::::::::::::::::: [KBAI]
==============================================================================
# A list of useful links to check
. http://r-region.net/
"Reddish Region", home to Hinokakera and its author.
. http://r-region.sblo.jp/
"Reddish Fragments", Akaishi's blog, the primary (and only) source of
Hinokakera news and updates.
. http://wiki.livedoor.jp/hinokakera/d/FrontPage
A japanese HK wiki, lots of info on characters, but doesn't update all that
often.
. http://forums.shoryuken.com/showthread.php?t=154665
English HK thread over at Shoryuken.
. http://www.fighting.ru/forum/viewtopic.php?f=3&t=1290
Russian HK thread over at Fighting.Ru.
. #hotcake @ irc.rizon.net
English HK IRC-channel.
# Thanks to
. people over at #hotcake channel, especially Giantree and kactaplb for
testing character-specific stuff.
# Contact
. Got something to say? Perhaps some suggestions or corrections?
. Send an e-mail to "engerel" (minus the quotes) at gmail.com. Don't forget
to put "Hinokakera Guide" somewhere in the title.
. You may also drop by the IRC chat noted in the links list above.
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# Finally
. "Hinokakera" and "the Fragments of Innocent Sinner" are (c) 2003-2011
Reddish Region and Akaishi Ryuuka;
. "Chaotic Eclipse" is (c) 2010-2011 Reddish Region and Akaishi Ryuuka;
. This document is (c) 2011 Gavrilov Nikita aka nekich/engerel/encogen.
= EOF ======================================================== 2011 Oct 31st =
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