Unlimited character/List of Changes

List by Blade from Dustloop.com.

Notable Changes

 * HP: 13,000
 * Has a 1.25x damage modifier boost.
 * 5C/2C/6C (both hits) /j.C/Belial Edge/Inferno Divider (C version), essentially all sword-based attacks have Soul Eater Effect.
 * Gauntlet Hades' Axe Kick (214B 214D) has a Jump Cancel option.
 * Permanent Blood Kain effect
 * No Life Loss
 * Increase in Speed
 * Bonus to HP Gain?
 * Soul Eater followups to moves have greater knockback, popup and stun, particularly the followup to Hell's Fang which can Cancel in to Dead Spike and its followups and Devoured by Darkness.

Extra Inputs

 * 214D (Deadspike)
 * ->214D (Additonal Attack) Can be used as a combo starter.
 * -->214D (Knockdown) Can use 22C sometimes as followup if close.

Notable Changes

 * HP: 16,000
 * Fubuki/Rehhyō/Hirensō all Freeze once on contact, but cannot Freeze again if a second attack of the same type is initiated in a combo.
 * Hishōgeki hits 5 times all Freeze on contact. Only one can be out at any time.
 * Aerial Hishōgeki fires 6 Hishouken blades, all Freeze on Contact.
 * Hishōken Freezes on contact, but unfreezes if a second hits it.
 * Musō Senshōzan is a multihit on hit or block but the blade swoop or freeze won't come out if it is too far away at the start and blocked. Freeze can link with 2D possibly for more hits. Can only hit the full amount of hits in the air if the attack lands squarely (clean hit at the opponent's abdomen).
 * 2D produces a wave of 3 Reitō blades that appear below and move the frozen opponent towards Jin.
 * 6D produces a wave of 3 Reitō wings that push the opponent away from Jin.
 * Ice Rules: Jin can usually manage to Freeze his opponent up to 3-4 times per combo, particularly with 6D.
 * Tōga Hyōjin produces 2 Ice Fangs which hit for 13 hits.
 * Hiyoku Getsumei has 24 hits and hits for the 25th with Kokūjin: Yukikaze.
 * Kokūjin: Yukikaze has auto startup if it's not triggered, however Jin is vulnerable to attacks after the shield disappears. It is unblockable once active, and causes Freeze/Knockdown on hit... can relaunch with 2B on some occasions.

Notable Changes

 * HP: 14,000
 * Has Double Airdash and Triple Jump (1 Super Jump + 2 extra jumps/1 Super Jump + 1 Jump + 1 Airdash)
 * Increase in Speed
 * Chain Revolver now has 10 Links after the Initial attack.
 * Chain Revolver Rules: Every Chain can cancel into Special Attacks, Every OTHER D chain can cancel into another D chain (so in other words every other D move has to come out before another can be cancelled), all Chain moves can be followed up with another of the same type (such as 6B 6B), lastly, the chain can be ended with up to three Spring Raids which links into Fenrir.
 * Revolver Assault has a Jump Cancel property that lets you jump +1 times after the move is done (up to 3 times depending on your aerial options remaining).
 * Optic Barrel can Cancel into itself up to three times (A/B/C forms).
 * Muzzle Flitter has slightly more range.
 * If Fenrir muzzle connects at close range, Nemesis Stabilizer fires three times instead of once.
 * Thor fires 5 missiles instead of one.

Extra Inputs

 * Fenrir (214C) - requires no Heat
 * Thor (j.214A) - requires no Heat/Fires Missile
 * Bullet Storm (j.214C) - requires no Heat/Fires Guns from the air in falling state

Notable Changes

 * HP: 14,000
 * Minor boost to Silpheed wind?
 * Impish Gypsophila will remain onscreen until Rachel is hit and can be used any number of times depending on how many wind stocks she has.
 * George XIII will remain on screen until it is killed (2-3 hits so about 1400 HP or so). George takes a hit whenever Rachel gets thrown, which equates to 2 throws worth that kill George. Then he enters a rather large cooldown phase before he can be summoned again.
 * Tiny Lobellia will fire 3 seeds of varying angles and formations, usually 2 pairs of rods and a rod spaced out away or towards her. She can use 214C to summon Lightning on the ground or in the air after these are summoned.
 * Tempest Dahlia throws more garbage at you.

Extra Inputs

 * Sword Iris (22C, must be on the ground) - Summons Two types of Lightning Formations at random.
 * Type 1: a wave of 4 bolts either towards or away from her position.
 * Type 2: a pair of delayed lighting bolts, one near Rachel, the other near her opponent.
 * Note: This move has about a 5 second cooldown period so it can't be spammed.
 * Also note that Sword Iris does not invoke Lighting on rods that are out.

Notable Changes

 * HP: 14,000
 * Increase in Speed
 * Has Triple Airdash and Quadruple Jump (1 Super Jump + 3 extra jumps/1 Super Jump + 1 Jump + 2 Airdashes / 1 Super Jump + 2 Jumps + 1 Airdash/1 Super Jump + 3 extra Airdashes)
 * Dancing Edge is now limited to 5D or j.D and is a single pounce attack that does large damage. Warning: 2D and other j.D moves no longer work except special inputs, this move cannot be feinted or crossed up.
 * "Kitty Letter Special!" throws 3 projectiles or one large Kaka kitten at random.
 * "Kitty Letter Special!" Bowling Ball produces any number of hits until it rolls behind the opponent's hitbox in the corner.
 * A fully charged C attack produces a Fatal Counter on hit, regardless of whether or not it is in fact a counter hit (2C/5C/j.C).
 * "I'mma Beat the Crap Outta You!" does 100 Hits.
 * "Almost Becoming Two!" drains about 1.5 times slower, so it lasts longer.
 * "Almost Becoming Two!" also enables D attacks to be jump cancelled.

Extra Inputs

 * Cat Spirit Two! (j.214B) - old Calamity Trigger Cat Spirit Two with larger hitbox and more damage.
 * Cat Person's Secret Art: Hexa-Edge (j.236236D) - Hexa-Edge can now be done in the Air, is much faster and does more hits which can be amplified even more by "Almost Becoming Two!". If Tao misses this attack she doesn't do a Wrestling Pose, if it hits, she will, so to combo after it you would have to RC the recovery.
 * Super Kitty Letter Special! (214214A) - Super Kitty Litter Special throws all kinds of junk at the opponent.
 * Kaka Clan Special! (214214B) - Tao calls 18 of the kittens to rush the opponent.

Notable Changes

 * HP: 6,500
 * Movement speed, Hop speed, and Airdash speed are all reduced and shortened.
 * Ada's HP and Armor points on her moves are vastly improved and she has a massive increase in speed.
 * Ada's attacks and specials now do nearly twice the amount of hits, including Rhapsody of Memories.
 * Ada's attacks also have higher bounce and stun, her Volante projectile comes out fast and has huge knockback and wall bounce, even more so on counterhit, (fast like Sparkbolt).
 * Carl's 5C, 3C, and j.2C are now 5-hit multi-hits with large stun points on counterhit.

Notable Changes

 * HP: 15,000
 * Increase in Speed (when not equipped with Matenbō).
 * Litchi has a special invincible ground dash that can dash behind opponents whenever she's equipped with Matenbō.
 * Litchi also has a Counter Gauge of a maximum of 10 that determines the strength of her Three Dragons attacks as well as the strength of her Straight Through follow up strikes.
 * The following attacks add 1 increment to her Counter Gauge (when equipped with Matenbō): 6A, 6B (on hit), 6C, 3C, j.C, also note that j.C has a spinning stagger effect on opponents on the ground.
 * Her Three Dragons moves are all multihit and when charged do extra damage, have extra range and stun and all are aerial moves as well.
 * All Green creates a wave of Three Flames.

Extra Inputs

 * Charging (22A, when Matenbō is unequipped) - Adds 1 Stock to her Counter Gauge.
 * Charging Defense (1D/3D, when Matenbō is equipped) - Creates a defensive parry, this can absorb any sort of hit or multi-hit as long as it is out, including projectiles, doing so adds to the Counter Gauge the number of hits it absorbed. Is only out for a short time, but can cancel into itself to extend the number of hits it aborbs. Cannot parry sweeps or lows.

Notable Changes

 * HP: 12,000
 * Increase in Jumping and Airdash Speed
 * Forward dash is now his swim animation and no longer warps behind the opponent.
 * 3C homes in on opponent regardless of distance.
 * "If P then Q" teleports are noticably faster.
 * Zero Vector Clouds fill Curse Gauge to full on contact and are unblockable, but don't last very long when summoned.
 * Crimson Attacks: 2D, 5D, jDs, 6D will all fill the Curse Gauge by Half on Block, but fill it to full if the hit lands, though this won't matter if an attack like 2D is blocked twice which will result in Curse anyway.
 * Crimson Gauge drains much faster than normal despite the fact you get more bugs during Curse state.
 * "y two-dash" creates a downward arc that can be Tiger-Kneed (2369C on the ground) into a full arc across the screen at a high angle.
 * "f of g" (Air bug summon) calls twice as many BEES and curses them as a result.
 * "f inverse" is a 60-98 hit laser of bugs and can be cancelled with itself.

Extra Inputs

 * Bag O' Bugs (236236A) - Arakune spits out a bag of writhing bugs that if hit by any character would open the bag and unleash small pink insects that begin to follow Arakune around on the ground, if any one of them should come into contact with the opponent it is instant death to that character no matter how high their HP is (note this method was used to determine the HP of all Unlimited Characters). Also, if Arakune is at any point hit when these pink bugs are out, they disappear immediately, unless they manage to hit the opponent just as the opponent hits Arakune. Also they disappear after a very short interval if untouched. The Bag O' Bugs cannot be opened by Arakune, and will disappear if left alone. Ironically, the baby bugs can kill George XIII, but barely put a dent in Ada.

Notable Changes

 * HP: 18,000
 * Movement speed slower and shortened.
 * Now has an Airdash and Ground Dash.
 * Ground Dash after so many frames is invincible to any attack and projectile except lows, sweeps, and throws.
 * 6A has Super Armor after so many frames and has tremendous Magnetic pull and can be held down to extend the armor.
 * 5D can be held down for magnetic pull and a stronger punch.
 * 4D can be held down for feints or just for the magnetic pull, or pushed and released for the actual hit.
 * 2D can be cancelled into any special move (such as 22D or A Sledge Hammer) and is a dashing multi-hit.
 * Gadget Finger can pick standing/crouching opponents regardless of whether or not they are knocked on the ground. It can also be cancelled for Magnetic pull.
 * Tager now has a full Magnetic Gauge with two Spark Bolt shots!
 * Magna Tech Wheel > Terra Break, no longer costs an additional 50% Heat to do.

Extra Inputs

 * Genesic Emerald Tager Buster (1C/3C) - Easy Input
 * King of Tager (1D/3D) - Easy Input, but still costs 100% Heat and 1 Burst Icon

Notable Changes

 * HP: 15,500
 * Bang starts the round with a stock of 20 Nails.
 * Void Tempest Bang Drop (Ground) is now a dashing command grab (though it can wiff if the opponent jumps). When it hits each hit generates a Fu-Rin-Ka-Zan kanji. Ends with Bang in the Air.
 * Bang Drop EX (Air). When it hits each hit generates a Fu-Rin-Ka-Zan kanji. Ends with Bang on the Ground.
 * Shuriken Special throws 3 Shuriken regardless of Type, j.236B is an expecially large explosion.
 * Instant Ninpo uses 2 nails to put up 2 bumpers at a time.
 * Bang Iron Storm now rains a ton of Nails on the opponent (with 12 nails from the Gauge).

Extra Inputs

 * Rising Phoenix (j.623A) - A that flies across the screen and causes wall bounce.
 * Shishigami Ninpo Ten'i (22A/22B/22C/22D) - will teleport Bang around the field either in front, above, behind, or above and behind the opponent. This is Chipp Zanuff's Teleport move.
 * Resshō-Rokusai-Senshū (236C->236C->236B OR 236C->236B) - Chipp's Palm Thrust->Sweep->Overhead Kick Mixup combination.

Notable Changes

 * HP: 13,000
 * Lambda-11's Unlimited form is Nu-13.
 * Twice as many blades appear during Sword Summoner DD attacks.
 * 5DD, 6DD, 4DD, 2C, and 6C can all be Cancelled by Act Parser again (44 or 66 input), (also DD moves combo again like in Calamity Trigger)
 * 5DD > 4DD now combo, but both are not jump cancellable.
 * 2C is fast again
 * Besides 2C, all normals are the same as Lambda (including 5C not switching sides, 6C not causing wall-bounce on CH like CT etc.).
 * Gravity Seed is now no longer limited by a Cool Down period.
 * All D Specials can be delayed/feinted/inverted by holding C once again except Spike Chaser which is always a full screen projectile.
 * Calamity Sword is more uniform in hits than it was in Calamity Trigger and bounces the enemy away from Nu.
 * Legacy Edge does more hits than Lambda-11's version.

Extra Inputs

 * Act Parser (44/66)
 * Act Parser Zwei (236A) - Command Throw, has slow startup though and can only grab grounded enemies. Cannot cancel into Astral, however, it can cancel into Act Parser after the throw.
 * Act Parser Zwei: Blade (236B) - Can Cancel from/to Cavalier 236C, also cancels into moves that Act Parser normally cannot cancel in to (2DD/5CCCCCCCC). Launches higher. Can Cancel into Act Parser.
 * Act Parser Zwei: Cavalier (236C) - Can Cancel from/to Blade. No longer causes wall bounce, but causes high and far knockback instead. Can Cancel into Act Parser.

Notable Changes

 * HP: 16,000
 * Now has a small set of combos:
 * 5A>5A>5B (mixup does not combo, but 5B links to other combos)
 * 5A>5A>5C (causes minor floor slide on hit... if only 5C of this combo hits, floorslide is untechable)
 * 6A>6C/(6C)5B>5C>3C
 * All Specials only cost 1 Magatama EXCEPT Distortion Drives (Shippu/Yukikaze).
 * 2D, 5D, 6D Zanshin moves counter with Yukikaze, this move is blockable for about 5 hits unless they are trapped by the frame counter.
 * j.D Zanshin move results in meterless Tsubaki move. Can be used to create Fumajins as well.
 * Fumajins may/may not stay out longer when created.
 * Kokūjin: Shippu projectile hitbox is a huge multi-hit and has massive popup and knockback if the enemy is hit by the main part of it. Has huge blockstun and can be used to trap an opponent into blocking the unblockable Yukikaze if it is cancelled from Shippu.
 * Yukikaze activates regardless of whether it was triggered and after so many frames, Hakumen is invincible during the rush animation. This attack is unblockable as well. If the shield disappears and the enemy is close enough Hakumen can be hit or thrown out of the attack.

Extra Inputs

 * 623 performs a small invincible Kisshu dash that can Cancel into specials and various other moves if certain buttons are pressed:
 * 623B (Footstomp)
 * 623C (Sword Sweep)
 * 623~214A: Gurren
 * 623~214B: Renka
 * 623~41236C: Zantetsu
 * 623A/623~A: Enma: There seems to be two different types of Enma, the normal one that's delayed, and a more precise lighting fast version that's trickier to input, try holding A down before finishing the directional input to get it out (both do not cost any Magatama). Only fast version is Jump Cancellable.
 * Note that during the Kisshu dash he is invincible, until he cancels into any move, then he can be hit out of the move, also technically note that he is not really cancelling the dash into the special moves above, he is merely dashing (stopping) and then doing the specials, it just looks like a cancel because of the speed of the input.

Other Notes

 * Neutral Throw>Yukikaze is a valid inescapable trap.
 * TK(Tigerknee'd)Hotaru>Tsubaki>Quick 6C>Shippu is a valid Guard String
 * Neutral Throw leads into all 5 of Hakumen's Special Cancel Loops
 * Yukikaze can be Kisshu Cancelled into during all 5 Loops
 * Shippu can be Special or Kisshu Cancelled if it hits

Wallbouncer

 * (Mugen/Norma)Throw/Renka/Hotaru>Gurren x N (max hits: 12-14 starter dependant, max damage: 4k)
 * (Mugen/Norma)Throw/Renka/Hotaru>Gurren>Kisshu>5C x N (max initial hits: 12, max initial damage: 4k) *this loop can lead into zan loop or renka loop*
 * (Mugen/Norma)Throw/Renka/Hotaru>Gurren>Kisshu>5C>Zan>Gurren>Kisshu>5C>Zan x N (max hits: 18, max damage: 7k) *there are variants to these loops, like adding TK Hotaru after Gurren>Kisshu and others*

Eternal Punishment

 * Zan>5C x N (Max hits: 26, max damage: 8-9k)
 * Renka>5C xN (Max hits: 14, max damage: 5871)

Acrobat

 * TK Hotaru x 4 (damage: 3.5k)
 * "Until I'm bored" (Fatal Counter) TK Hotaru x N (max hits: 8, max damage: 5-6k)
 * "Give no chance" (Fatal Counter/Counterhit) TK Tsubaki>Hotaru x N (max hits: 8 max damage: 8k)

Until Death

 * (Counterhit) (Mugen) TK Tsubaki x N (Max hits: Until they die, Max Damage: N/A)

Empty Sky Form: Death Sentence

 * (Off normal hit/CH/FC) Renka (1 hit)>Zan (2 hits)>5C x N (on hit #27-30 use Shippu to kill) (max damage: 13-15k, max hits: 32 hits)

Notable Changes

 * HP: 15,000
 * Movement speed faster and lengthened airdash.
 * Install Charge moves (2D, 5D, j.D) are now incredibly fast to charge.
 * Special Moves can cancel into eachother on Block.

Extra Inputs

 * Action Charge - Pressing D during or after any of Tsubaki's special attacks will instantly give her back 1 increment of her charge gauge.

Notable Changes

 * HP: 16,000
 * Has a 1.1x Damage Modifier Boost
 * Hazama has an "Azure Grimoire Ring" around him that acts as a poison drain on anyone within the circle, also any attacks he lands while they are in the circle will give him HP back, but not "outside" the circle, so he is limited in that regard.
 * His normal Serpent's Benediction followups have a blue aura on them, which either means they're faster or have higher priority than other moves (except Inferno Divider or Rehhyō).
 * Bloody Fangs (his command throw) auto-combos into Eternal Coils of the Dragon Serpent.

Extra Inputs

 * Serpent's Infernal Rapture (236B) - Heatless Version, takes 1 Increment off Guard Gauge on Guard, and Cancels in to Rising Fang and Falling Fang. Like this: 236B->j.214A->214B. (Note you must wait until Hazama's legs are in the air to do the second part).
 * Rising Fang->Falling Fang (214A->214B), Jumping Rising Fang->Falling Fang: (j.214A->214B) (note that Wind Serpent's Fang (j.214B) cannot be used as a followup, only used by itself, and it can't Cancel in to other moves).
 * Falling Fang (214B)
 * Devouring Fang (214C)

Notable Changes

 * HP: 13,000
 * Movement speed faster and lengthened airdash.
 * Has Double Airdash (Superjump + 2 Airdashes/Superjump + 1 Jump + 1 Airdash)
 * Sword of Decimation (63214C) is no longer chargeable and behaves like an Ice Spike similar to Guilty Gear's Dizzy's Ice Spike. And can be easy to combo from.

Extra Inputs

 * Mu's Steins Gunner Drive inputs are changed somewhat and Cannot be charged when held down on the plus side, they attack regardless of whether or not Mu was hit when summoning them.
 * Downward Forward Laser (j.D) - Fires 3 times
 * Attacking Stein (j.2D) - Homes in on Enemy, Hits Twice
 * Downward Forward Laser (5D) - Fires 3 times
 * Attacking Stein (2D) - Homes in on Enemy, Hits Twice
 * Upward Forward Laser (6D) - Fires 3 times
 * Uppercut Charge Laser (4D) - Knocks the opponent upwards then charges up a high powered laser
 * Imperial Ray (632146A) - Hidden Distortion Drive. Sends a shockwave of explosions over the opponent

Notable Changes

 * HP: 14,000
 * Has a 1.3x Damage Modifier Boost
 * Most of Makoto's movelist aside from her Drive has been completely changed!

Extra Inputs

 * A+B: Throws an Acorn Projectile.
 * 63214(D): Chargeable Shooting Star
 * 41236B: Machine Gun Blow (from Dudley) can be cancelled into her Distortion Drives and Astral
 * 41236C: Duck-in (has invincibile frames and can end in block)
 * 41236C->B: Duck-in Straight
 * 41236C->C: Duck-in Uppercut
 * 63214B: Space-Counter Taunt (from Dudley's Cross Counter, does no damage)
 * 236236B..BBBBBB...: Lunatic Combination... Infinity Rush Beta (Requires 100% Heat/Can be done even if Makoto wiffs all her hits)
 * 214214C: Abare Tosanami (from the "OTHER" Makoto, has homing properties)

Notable Changes

 * HP: 11,500
 * Has a 1.1x Damage Modifier Boost
 * Idle Stance Change
 * Begins round with empty Wolf Gauge that regenerates after 22 Seconds, when full it rapidly regenerates whenever he's not jumping in human form, when emptied it takes about 5 seconds to fully recover again.
 * j.C is his 6C normal (has no FC property however)
 * Forward Mini-dash instead of a Hop
 * Wolf: 5B hits twice but can cancel into the first hit into itself for 3 hits total (from ground to air).
 * Wolf: j.B has no knockdown and can be used many times in a single jump.
 * Wolf: Any Direction+C has improved dash speed and distance (applies to Geschwind Wolf as well).

Extra Inputs

 * j.2C is his old j.C normal and has a slight diving property.
 * Wolf Ukemi: Can recover from many stun attacks by changing to Wolf and back with D.
 * New followup to König Wolf/Eisen Wolf: pressing A x 4 will have a chain effect and cancels into "Seismic Toss".

About "Zanseirōga Chains" (A x4 followup to König/Eisen Wolf): by itself it cannot cancel into anything else and auto-corrects depending on which direction you are in so you can't use anything to followup, however you can still Rapid Cancel it into another series of passes with König Wolf/Eisen Wolf or other moves, assuming you are in aerial range and in the right position to do so.


 * Seismic Toss (as Wolf: j.214214B OR j.236236B in any direction when the opponent is in the air) - Hidden Distortion Drive. This move will always have a base damage of 2500 and will not prorate.