Note:  Nearly all gifs are custom made (by me, Tiamat.  Roar).  Please don't steal them.

Doll Movelist









Specific Doll notes as compiled by Jen-Ya (only the greatest most underappreciated Taoist Priestess in the world, I assure you.) in computer simulation street fighter format.
 

Key

QCB - Quarter circle back (down, down-back, back)

QCF - Quarter circle forward (Take a guess)

HCF, HCB - Half circle forward, half circle back

Charge - Charge in the following direction for two seconds

360 - The evil known as the 360 degree motion.

F, B, U, D - Forward, backward, up, down.  They combine too, of course.  UF is upforward.

CS -  Cannon Spike.  Stands for forward, down, down-forward.

Attack Rating - Nonweapon offensive damage per hit.  Based upon Janet  who's set at 100%.  The higher, the better.  Remember, this is for nonweapon attacks.

Damage Rating - How much damage taken per hit.  Janet again is the base at 100%.  Well, okay, it's Cammy too but it's the same thing.  Bah.  The lower, the better.  Direct correlation to the guard bar for blocking.

Weapon Equilibrium - Based upon Janet (exclusively!) at 100% (about 10 hits in a row).  The amount of pressure one can take before the weapon gets sent flying wherever.  The higher, the better.  Weapon damage isn't really ranked because it can vary greatly due to even basic moves changing drastically by weapon and thus isn't comparable from doll to doll.
 
 
 

    Janet    .

Name:  Janet
Age:  18
Weapon:  Unnamed Quarterstaff.  (It's high quality but I'm still thinking of a name for it.)
Role:  SHE who must be obeyed... erm, well, leader.
Profile:  Perfection.  Is there anything else to say?  Janet (damn, it's weird referring to myself in third person) is extremely calculating, an able leader, and always thinking ahead and about the larger picture.  ...well, okay, some people accuse me of being too controlling sometimes but what do they know!?

Attack Rating:  100
Damage Rating:  100
Weapon Equilibrium:  100

Command Moves

Vault Kick (F + hard kick.  Weapon only) - Janet plants her staff into the ground and grabs it and leaps forward a bit, kicking.  This move goes over most low attacks.

Special Moves

Cannon Spike (CS + kick) - The bread and butter move of all the dolls.  A flying upwards kick that's hard to describe and really takes a good deal of flexibility to do.  Anti-air attack with extremely high priority, it also does some of the most damage of the nonweapon doll special moves.  If it connects in any way, even if blocked, the doll will rebound off the attackee and generally to safety, unless the attackee is really good with projectiles or pinned in a corner.  If it completely misses, though, it leaves you awfully wide open.  Basically, this is the doll shoryuken attack, except safer due to the rebound but also weaker.

Cannon Drill (QCF + kick) - The initial doll forward cannon attack.  Janet becomes a human drill and propels herself forward.  Starts up fast and has initial high priority, and generally one of the primary doll moves for combos.  However, it has extreme lag time after it's over so if it doesn't hit or is blocked, you're kinda screwed.  The end of the cannon spike is often low enough to slide under most projectiles, at least.  The hard kick version hits twice up close.

Sniping Arrow (CB, F + kick) - The alternate doll forward cannon attack.  Janet turns back and flies forward with an extremely fast as well as quite damaging flying kick with pretty good priority.  Sort of opposite to the cannon spike, the sniping arrow has a lot of start up time and very little lag time at the end (though still dangerous to use if your opponent is too close).  It can even be followed up with a cannon spike in many cases for an extra hit.  Generally more useful than the cannon drill despite how it can only be a combo starter and not finisher due to the start up time.  It's faster once it does start up, has more range, and does more damage.  Janet is the only doll that can perform both the sniping arrow and the cannon drill.

Quarterstaff Thrust (Punch rapidly) - Multiple pokes with the staff.  Lots of range and good chipping damage as well as combo usage.

Hooligan Combination (QCF, UF + punch) - Janet curls up and flips forward in an arc.  Flies over fireballs, is fast once it starts, and is annoying as hell and hard to predict due to the many follow-ups it has.  Pressing nothing will have Janet use her momentum to do a razor edge slicer (basically a sliding sweep) after she lands.  Pressing punch while in the combination if Janet has her weapon will make her whip it out and thus spin with it extended, which has a lot of range, priority, and multiple hits.  If she doesn't have the weapon, it simply cancels the roll so she doesn't do the razor edge slicer at the end (suicidal if blocked).  Kick from afar cancels the Hooligan Combination, too.  Pressing F + kick when near the opponent will have her do the regular frankensteiner throw, the Fatal Leg Twister.  F + kick when near the ground as well as the opponent or if the opponent is in the air, however, will result in the extremely painful and powerful Cross Scissor Pressure slam, where Janet slams the opponent hard to the floor with her legs.  Neither can be tech hit out of.

Cannon Revenge (QCB + kick) - The most effective of the cannon revenge moves among the dolls.  Janet kneels back and readies herself for an attack.  If she's hit during this move, the hit does no damage and is parried, whereupon Janet is invincible for a brief moment as she can unleash whatever move she wants for... well, revenge.  Generally extremely safe to use, although there's a bit of lag time to come out of it if the opponent doesn't attack during the move.  Sweeps will knock Janet out of the move, although they won't do any damage so it's pretty pointless for the opponent to do so.  Can be canceled by pressing three punch buttons, otherwise it lasts for two seconds if Janet isn't attacked.  Yes, I can even withstand being stabbed with a freaking sword when this move is done.  I should know... stupid Fenrir.  Common Taoist tactic, really.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - The bread and butter super move of the dolls.  Even dolls that can't normally do a cannon drill learn how to do this move.  It's a multi-hit cannon drill followed up by a multi-hit cannon spike.  Extremely high priority in the initial start up as well as very near nonexistent start up time, making it the all purpose super move.  Kind of dangerous if it's blocked or it misses due to the cannon spike at the end, though.

Psycho Vampire (HCF, HCF + punch) - Janet whips out a talisman and tries to swipe forward with it.  Horrible range and horrible priority, though it can't be blocked.  Of course, it's not as good as a throw super due to its horrible priority.  However, if it hits, not only does it do even more damage than the Spin Drive Smasher, but it also heals Janet for half the damage it does.

Time and Tide (QCB, QCB + punch.  Weapon only) - Janet twirls her staff extremely quickly.  High priority and its range makes it good anti air, too.  If the opponent gets hit by it, they get sucked in via a vacuum effect for multiple hits before (on levels 2 and 3) Janet smashes the staff over their head them smacks them away like a baseball bat.

Comments:  Perfection, really.  Well, okay, maybe not, but people are supposed to obey me.  I'm not supposed to get into combat that often.  At any rate, Janet (Damn, it IS weird having to refer to myself in third person) is generally pretty well balanced... maybe inferior to Juli, Juni, and Cammy on many of the regular moves, but the staff can make up for it, even if it only improves performance by a little.  Out of all the dolls with weapons, Janet is probably the most effective and least hurt if she ends up losing her weapon.
 
 
 

    Fenrir    .

Name:  Fenrir
Age:  18
Weapon:  Stormbringer (Japanese style sword that supposedly eats souls.  Glows black when it scores a kill)
Secondary Weapon:  Raintaker (I don't know WHERE she sheathes THAT one...)
Role:  Preemptive
Profile:  Two words.  Evil bitch.  Well, she's actually not that bad if you get to know her.  Then she's just... well, okay, she's still an evil bitch.  Fenrir used to be a lot more tolerable, but I guess she sorta got shoved into the whole killing thing just a little too quickly and it apparently had some rather devastating effects on her psyche.  How was I supposed to know that would happen?  It didn't happen to me... maybe it's because of her stupid deadbeat boyfriend, Bremare.  We're still good friends though... if friendship includes always having to watch behind your back.

Attack Rating:  90
Damage Rating:  110
Weapon Equilibrium:  80

Command Moves

Hopping Slash (F + medium punch.  Weapon only) - Fenrir hops forward with an overhead slash.  Counts as an overhead, leaps over low attacks, but she's kinda vulnerable if it's blocked unless it's used from a reasonable distance away.

Sheathe/Unsheathe weapon (Three punch buttons) - To recover weapon equilibrium while it's sheathed.  There is near nonexistant lag time for this.

Special Moves

Cannon Spike (CS + kick) -  Mweh.

Sniping Arrow (QCF + kick) - Fenrir can whip out a sniping arrow on a whim better than I can, but it doesn't do as much damage.  Juli's probably the master of the sniping arrow.

Hooligan Combination (QCF, UF + punch) - Same as Janet, except Fenrir uses her sword instead of a staff for the weapon roll, which hurts more but also is more vulnerable since it doesn't have as much range.

KogetsuZan (CS + punch.  Weapon only) - Fenrir spins Stormbringer in a circular arc before performing a slicing upwards jump.  Has more horizontal than the cannon spike and can actually multi hit and do more damage, but if it's blocked, she's really screwed...

Kirenzan (QCF + punch, x3.  Weapon only) - Fenrir dashes forward with an overhead slash.  The second time the motion is done will result in a cross slash.  The third time varies depending on the punch button used.  Weak punch is a low sweep, medium is the "Hopping Slash", and hard is the initial whirl spin of the KogetsuZan.  Powerful, comboable, can hit low or overhead, or high, but if successfully blocked, again, Fenrir is in prime position for punishment.

Raintaker (QCB + punch) - A defensive move, Fenrir whips out Raintaker from who the hell knows where and spins it around in front of her as a type of shield.  If it hits the opponent, it'll send the opponent flying back a far distance, so it's good if Fenrir's being pressured too much.  Only problem being... it seems to actually HEAL her opponent for some really weird reason.  Fenrir is near completely invincible while doing this move, though she can be hit from the back.  Projectile attacks generally get absorbed or knocked away, though.  If the weak punch button is used, Fenrir slashes forward with Raintaker, instead, which reflects projectiles and heals whoever it hits but also doesn't hit the opponent away.  This version can also hit and heal her allies, too, without stunning them or batting them away either since only the spinning variations do that.  Um... this move is fucked up.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - All dolls have this move.  Fenrir's only super that can be done without her weapon.

Multi-Way (QCF, QCF + punch.  Weapon only) - Fenrir does multiple KogetsuZan spins forward.  Has a ton of horizontal range and hurts a pretty good amount, and she's safe if it's blocked for once but there's a brief moment in the start up time where she can be knocked out of the move and it's thus not as comboable too as the Spin Drive Smasher.  Fenrir's best super for dealing with airborne foes, at least.

Ichitaitou (QCB, QCB + punch.  Weapon only) - Fenrir slashes upwards.  If it hits, she proceeds to go into a combo and series of painful slashes.  Extremely high priority but needless to say short range.

Comments:  Fenrir is extremely powerful offensively and good for rushing down the enemy, but she also has piss poor weapon equilibrium.  It used to be that her swords broke all the time due to her unable to properly manage them... though her sword given to her by Lord Bison, Stormbringer, has a lot more durability, it seems.  So now she just loses it easily instead.  Which is bad, because Fenrir without her weapon is quite severely weakened in many respects.  She can't seem to lose Raintaker, though.  Also, she needs a little self control (her personality could sure use some, too) since most of her moves leave her wide open for punishment if they fail.
 
 

   Marzche

Name:  Marzche
Age:  17
Weapon:  Janus (She named her computer, apparently.  Does it even count as a weapon?)
Role:  Information
Profile:  Well, after seeing Fenrir go wacko, I figured that apparently I needed to... erm, ease up the next doll.  Via brainwashing, of course.  Marina was too loud.  There was no way I would have been able to hide her from the repercussions of being a Third Eye member if I didn't take drastic measures anyway.  Erm... main problem being that apparently I overdid it on the drasticness.  Marzche is rather quiet these days due to that.  Well, okay, I think I made her completely braindead but it was an accident, okay!?

Attack Rating:  80
Damage Rating:  90
Weapon Equilibrium: n/a (Marzche doesn't equip Janus.  She only uses it for certain special moves)

Special Ism Pluses

Hard Body - Marzche doesn't receive any 'chip' damage when blocking special moves.  I wonder if she's too braindead to even feel pain, sometimes...

Special Moves

Cannon Spike (CS + kick) - The cannon spike.  What more is there to say?

Cannon Drill (QCF + kick) - Marzche was too passive to learn the sniping arrow so she ended up with this move as her doll forward attack.

Minesweeper (QCB + punch) - Marzche whips out Janus, types in a few keys, and an explosive mine appears a distance in front of her.  Unblockable but it has some start up time.  The mine disappears after two seconds.  The strength of the punch determines how far away the mine appears from her.  Weak is right in front of her, medium is a character and a half distance away, and hard is slightly more than half a screen.

Psycho Shield (When blocking, F + punch) - Marzche's push block.  When she blocks an attack then does this move, the psycho shield... well, pushes the opponent back.  Marzche can execute this move extremely easily.  The strength of the punch determines the distance the opponent is repelled.

Psycho Charge Omega (hold three punches) - Marzche concentrates and psychically charges her ally.  Needless to say, this move is worthless if she's alone, but Marzche really isn't supposed to ever be alone in combat situations... at least not without a method of escape nearby.  The Psycho Charge Omega has very unpredictable effects, though they're generally beneficial to the ally and I haven't really found any nasty side effects... yet.  It makes Marzche a good psychic battery, at least.  Usually it just enhances attacks somehow by imbuing them with psycho power and energy waves, though it has even weirder effects on specials and really strange effects on supers.  While Marzche is charging, she's completely helpless and open to attack, though this move can be canceled by simply letting go of the three punches.  It takes a split second to get out of, though.  Marzche can hold this charge for about six seconds, which is twice as long as most other psychic charges that other dolls have.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - It's smashing!   ....god dammit, only three dolls in and already I'm running out of things to say for this move.

Boom Crash (QCF, QCF + punch) - Marzche radiates a large psychic blast and explosion outwards from herself in a circle.  The deeper the opponent is in before she does the move, the more hits it does.  Her primary anti air super, though it's not very good for combos because the opponent has to be deep in for it to do much damage.  Marzche is near invincible for this move.

Janus.exe (QCB, QCB + punch.  Level 3 only) -  Marzche whips out Janus, types in some words, and as she's typing, there's a giant flash that somehow causes her opponent to be smashed no matter where her opponent is on the screen.  I'm still trying to figure out how she does that.  I think I managed to make out a unicorn during the bright light or so but I really must have been seeing things.  At any rate, this move is very effective and really is good for punishing any mistake, as well as deterring the opponent from taking too much offensive action if Marzche has a super ready because one mistake and they'll be sent flying.  Doesn't do as much damage as the spin drive smasher by itself but if done while the opponent is executing a move, it counts as a counter hit and thus does double damage which hurts significantly.  Because supers can't be air blocked, most foes have to be wary of even jumping while Marzche has this super prepped.

Comments:  Marzche really isn't meant for combat.  She can't do enough damage to defeat most opponents and has a limited amount of special moves.  She can still defend herself, but mainly, she's trained to be on the defensive (and her moves tailored as such) so she can last long enough for back-up to arrive.  With a partner, she's rather dangerous thanks to Psycho Charge Omega and that really odd computer super of hers.
 
 

    Avelle    .

Name:  Avelle
Age:  18
Weapon:  Springtime Lullaby (her gun)
Role:  Sniper
Profile:  Avelle got a medium amount of brainwashing.  Didn't want to make the same mistake as I did for Marzche.  She was actually informed of it before and after, so she managed to retain all her memories as well as be brainwashed to be able to bring herself to kill.  It also had the odd side effect of making her really independent and rather outgoing, as opposed to her usual shy self beforehand.  Almost as much as Cammy, even.  Which... led to problems.  Sigh, how hard is it to see the OBEY part of SHE who must be obeyed, anyway!?

Attack Rating:  90
Damage Rating:  120
Weapon Equilibrium:  120

Command Moves

Trick Shot (B + weak punch.  Weapon only) - Avelle fires her gun diagonally downward three times.  Fast, and hits low.

Put away/draw weapon (Three punch buttons) - Like Fenrir, though Avelle probably doesn't need to do this since she has a lot more natural weapon equilibrium and really, with her gun put away, she's even more screwed than a swordless Fenrir is.

Special Moves

Cannon Spike (Charge D, U + kick) - Avelle isn't as fast to cannon spike as most other dolls...

Sniping Arrow (Charge B, F + kick) - Sniping arrow is sorta a last resort for her.  Besides being slower to do than Juli's, it often usually ends up with Avelle close to the opponent, which isn't a very good position for her.

Gun Shot (QCF + punch.  Weapon only) -  Avelle fires her gun.  Weak punch, she ducks and shoots a bullet, which must be blocked low (assuming you have something that allows you to block bullets).  Medium has her fire while standing and is harder to jump over.  Hard has her actually psychically charge the gun a bit and shoot four circular loops (ray blast) instead.  These are really difficult to jump over but fly slower than the medium shot.  Hits four times of course and Avelle actually recovers from the shot quickly enough for her to follow up with a combo or attack (such as her sniping arrow)  if she hits with it.  Because it's psychically charged, however, if Avelle is hit, her concentration is disrupted and the rays instantly disappear.  Very little lag after time for a projectile.

Bullet Lob - (CS + punch.  Weapon only) - Avelle fires her gun diagonally upwards with a psychic attachment which causes the bullet to glow as an explosive sphere.  It flies in an arc.  Weakest is about forty five degrees while hardest is about a seventy five degree shot.  Like her ray blast, if Avelle is hit, the bullet will do no damage.  The medium explosion that results (whether the bullet hits the ground or the target) multi hits for good chipping damage as well as lets Avelle follow up with a combo.

Psycho Laser (Charge B, F + punch.  Weapon only) - Avelle spends a moment to psychically concentrate, then fires a laser from her gun.  Unblockable but can be ducked and has considerable start up time as she charges her gun.  Stronger punch button has her charge it for longer and thus do more damage.

Super Moves

Spin Drive Smasher (Charge DB, DF, U + kick) - Avelle's spin drive smasher is remarkably inefficient to use since she has to charge before executing it.  And the motion is a pain in the ass.

Rapid Fire (QCF, QCF + punch.  Weapon only) - Avelle fires ten bullets rapidly.  Can be done in the air in which case she shoots at a diagonal angle.  If down is held as the super is executed, Avelle will duck while firing.  Doesn't do as much damage as her other supers but is the easiest to execute and can be done in the air.

Psycho Streak (Charge B, F, B, F + punch) - Avelle fires a huge psycho lightning blast from her gun that cuts through projectiles and is really fast.  Similar to Lord Bison's psycho crusher, except there's no human involved in the middle of it.  Juni has a variation of this where she uses Cuddles as the psycho blast, instead.  Does slightly less damage than the spin drive smasher and horrible after lag time, though.

Comments:  While she can't dish out much damage with her bare hands and she doesn't withstand much, either, Avelle is actually extremely effective due to her ability to even combo her projectile attacks.  Needless to say, she needs to fight from a distance, though.  Her cannon spike in conjunction with her projectiles does make her extremely hard to approach, and her long distance marksman specialization makes her one of the more able killers out of the dolls, too.  Avelle is also extremely attuned with her weapon.  She's had that gun ever since she became a doll and won't let go of it unless she's hit really really hard, which is good, because without her gun she's actually quite harmless... for a killer assassin agent.
 
 

    Cammy    .

Name:  Cammy
Age:  17
Weapon:  None
Role:  Versatile
Profile:  Bah.  I start the doll project and Lord Bison ends up paying more attention to Cammy than to me.  -_-  This profile is still being worked on.  Basically, Cammy's extremely independent and not too much of a team player, and try to stay away from her if she's in a bad mood.  I suppose she's actually a pretty nice person when she's not in a bad mood but not like I care right now.

Attack Rating:  100
Damage Rating:  100
Weapon Equilibrium:  N/A

Special Moves

Cannon Spike (CS + kick) - Cannon spike.  Hmm.

Cannon Drill (QCF + kick) - And here's the cannon drill.

Cannon Strike (QCF + kick in air before peak of jump) - Cammy defies the laws of physics and immediately breaks her vertical velocity to do a dive kick that sends her flying downwards.  Not too much damage but really unpredictable and fast.  Slight lag after she lands though.

Hooligan Combination (QCF, UF + kick) -  The Hooligan combination.  Without the weapon option, of course.  Unlike most other dolls, Cammy can actually enter a dive kick Cannon Strike from her hooligan combination by doing a QCF + kick during the spin, making her hooligan combo even more unpredictable.

Spinning Knuckle (HCB + punch) - Cammy leaps forward with a quick spin then punches forward.  Does good damage and hits twice for good chipping damage, but really not too helpful due to the start up time.  The spin can dodge projectiles though as well as certain attacks.

Cannon Revenge (QCB + kick) - Similar to Janet's, Cammy enters a ready pose.  If the enemy gets near and tries to hit her, she automatically counters with a cannon spike for weak kick, an up close hard punch then far hard punch combo for medium punch button, and a ducking sweep then a standing upwards up close hard kick for a hard punch.  Lasts one second, can't be canceled, and has lag time to get out of if she isn't attacked.  Really not very helpful, heck, the hard punch version usually misses against air attacks, and this move doesn't work vs low attacks.

Super Moves

Spin Drive Smasher (QCF, QCF + punch) - What more is there to say?

Reverse Shaft Breaker (QCB, QCB + punch) - Cammy becomes a vertical air drill.  This move has EXTREMELY poor range and the opponent has to be really deep in for it to even properly get all the hits since it doesn't have a vacuum effect, and it leaves Cammy wide open of it misses or is blocked (though she'd really never use it on an opponent on the ground in the first place anyway).  However, if it hits, it does lots of damage.  More so than the Spin Drive Smasher.  Pressing lots of buttons adds to the hits.

Killer Bee Assault (Charge DB, DF, U + kick.  Level 3 only) -  Cammy quickly leaps off the wall and dive kicks straight for her opponent.  If it hits, she flies at and kicks him from all directions before finishing up with a cross scissor pressure slam.  Does even more damage than the reverse shaft breaker, though it needs to be charged.  Punishes most mistakes from everywhere, even if it doesn't come out as fast as Marzche's computer super.  Ouch.

Comments:  Cammy has the widest repertoire of bare handed attacks as well as is extremely well balanced, withstanding a good amount and dealing out a good amount.  Generally the top doll and can be relied on for nearly any situation.  Although she's really hard to work with, sometimes.
 

    Juni   .

Name:  Juni
Age:  16
Weapon:  Various explosives every once in a while
Role:  Perplexion
Profile:  Juni is weird.  She's constantly acting rather air-headed and spacing out, as well as doing irrational things, but actually is generally really competent when she's not doing the occasional wacked out action.  Which is why she's usually paired up with Agent Juli to keep her grounded during such situations.  She enjoys really shiny blasts and such.  Even though she's not supposed to specialize in bombs and explosives, she keeps some around, anyway.  For fun, apparently.  Which is... well, weird.  The story of getting her into the doll project was weird, too, but that's a long story.

Attack Rating:  100
Damage Rating:  110
Weapon Equilibrium:   N/A

Command Moves

Falling Arc (F + medium kick) - Juni does a circular kick that lands on the opponent's head.  Hits twice and is an overhead.

Special Moves

Cannon Spike (Charge D, U + kick) - Juni also requires a charge for her cannon spike, but it's still useful.

Cannon Drill (Charge B, F + kick) - Juni's cannon drill is one of her worst moves.  She takes too long to execute it really.

Spiral Arrow (Charge B, F + kick in air) - A cannon drill in the air.  Even Cammy can't do that, I think.  Whoa.  Much more effective and safer to do and makes Juni hard and dangerous to approach while she's backing away.

Cannon Strike (QCF + kick in air) - Unlike Cammy, Juni can do her dive kick at any time in her jump, making her able to really psyche out her opponent.

Hooligan Combination (QCF, UF + punch) - Exactly like Cammy's Hooligan combination.  Great for freaking the opponent out and making Juni unpredictable.

Mach Slide (QCF + kick) - Juni quickly dashes and teleports forward.  She's invulnerable in the start up though there's some lag time at the end.  Juni is the only doll that has been able to psychically attune herself to this move enough to execute it within the heat of combat.  The strength of the kick button determines the distance.

Earth Direct (360 + punch) - Juni grabs her foe, leaps and flips back into the air spinning with them, then slams them down to the ground hard.  Weak punch has more grab range but less damage than the harder punches.  Combined with Juni's speed and mach slide, this move is quite dangerous if utilized properly.

Psycho Charge Beta (three kick buttons) - Juni kneels back and glows blue, healing herself for a small amount.  Takes two seconds to begin and another second to finish so it's really dangerous to use, though.

Psycho Charge Gamma (three punch buttons) - The same as Beta except this heals an ally of her choice.

Psycho Shield (F + punch while blocking) - Juni's Psycho Shield.  Same as Marzche's.  Juni receives no chip damage when using it.

Super Moves

Psycho Streak (Charge B, F, B, F + punch) - Juni psychically summons Cuddles who apparently does a psycho crusher  Oo  Other than the sheer shock factor of that and how freaking ridiculous it looks, it's the same as Avelle's Psycho Streak complete with lag time as Juni tries to regain her concentration afterwards.

Spin Drive Smasher (Charge DB, DF, U + kick) - Juni also can't utilize the Spin Drive Smasher that well.

Earth Direct Bomb (360, 360 + punch) - A little more range than the Earth Direct, Juni grabs her opponent, flips in the air with them like an Earth Direct, and apparently during that time straps a bomb to them cause after she lands and leaps away, a huge explosion blasts her opponent.  Ouch.

Comments:  Juni could theoretically be even better than Cammy in a fight since her moves are more versatile as well as more varied, but her charge times makes them really hard to utilize, too.
 
 

    Juli    .

Name:  Juli
Age:  18
Weapon:  N/A (According to Desire, supposedly she's good with a bow, though, but I sure as hell never saw it)
Role:  Precision
Profile:  Juli is rather passive.  She listens to orders even if she does sometimes protest things.  She's also rather cool and calculating, though I don't think as much as me.  ...well, okay, maybe even more so than me, though she doesn't think with that big a picture in mind.  Or she doesn't care too much.  She's basically... well... normal.  Well, except for her incorporation into the doll project along with Juni, but again, that's a long story.

Attack Rating:  100
Damage Rating:  110
Weapon Equilibrium:  N/A

Command Moves

Falling Arc (F + medium kick) - Juli does a circular kick that lands on the opponent's head.  Hits twice and is an overhead.

Special Moves

Cannon Spike (CS + kick) - The cannon spike.  Juli can utilize it rather well.

Sniping Arrow (QCF + kick) - Juli's sniping arrow is the most effective out of all the dolls, able to be executed on a whim and Juli actually has a decent attack rating to utilize it.

Spinning Knuckle (HCB + punch) - Exactly like Cammy's.

Spinning Arc (HCB + kick) - According to Desire, supposedly Juli can spin forward and follow up with a falling arc instead of a knuckle punch for less range but an overhead attack.  I haven't seen it, though.

Psycho Arrow (HCF + punch) - Another move Desire claims Juli has.  I decided not to even bother asking further about it.

Psycho Charge Alpha (hold 3 punches):  Juli clenches her fist and charges up, focusing her energy so she can do more powerful moves.  Fills up the super bar up by a third if held for the entire 3 second duration.  She can cancel it at any time to just fill up the super bar a little instead, though it takes a short amount of time to get out of and into the move.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - For spin drive smashing.

Reverse Shaft Breaker (QCB, QCB + kick) - Exactly like Cammy's.

Pinpoint Sniper Arrow (Charge B, F, B, F + kick) - Yet another move Desire claims Juli has that I didn't bother asking about.

Comments:  Juli is effective enough, though her repertoire is rather limited.  She relies heavily on the sniping arrow, which she can execute better than any other doll can.  Other than that, she's... well, extremely limited, which can make her predictable sometimes, too.  If those moves Desire said she has actually existed, then maybe she'd be more effective.  Still, her mastery of the sniping arrow alone makes her dangerous.
 

    Aurora    .

Name:  Aurora
Age:  17
Weapon:  Strongest Mark (her nunchuk)
Role:  Heavy Assault
Profile:  Aurora is extremely soulless and strict (I.E., stick up the ass)... that is, when she isn't spazzing and trying to spread the gift of S&M to everyone in sight.  Ack!  I was trying something new with the brainwashing and things just didn't turn out that well.  At least it's slowly being fixed over time.

Attack Rating:  110
Damage Rating:  110
Weapon Equilibrium:  90

Special Ism Pluses

Gauge Power Plus - It's extremely hard to last against Aurora's attacks before your own defenses fall apart.  She does 50% more damage to one's guard gauge than the other dolls per hit.

Special Moves

Cannon Spike (CS + kick) -  Even heavy assault need some precision, I suppose.

Cannon Drill (Charge B, F + kick) - Aurora doesn't use this move very often.  Just not painful enough.

Rising Thunder (Charge D, U + punch.  Weapon only) - Aurora spins her nunchuk up before uppercuting with it.  Anti-air and hurts a lot more than the cannon spike, but it needs to be up close for full damage and requires charging, too.

Spinning Knuckle (HCB + punch.  Spinning Thwack with weapon) - Without her weapon, this is basically like Cammy's and Juli's spinning knuckle.  With it, Aurora cracks her nunchuk upwards in the air at about a thirty degree angle.  Hurts like hell as well as makes a decent horizontal anti-air in that case.

Whip Lash (QCF + punch.  Weapon only.) -  Aurora stands straight uses her nunchuk like a whip, lashing out from a little over her head to straight forward for the hard hit, striking side and lower for the weak, and in between both for the medium..  Hurts a lot and has lots of range, though there's some slight start up time.  The hard hit hits harder but can also be ducked, even if the resulting sound crack occurring over your head makes you sorta deaf for a while.

Psycho Charge Alpha (Three punches) - Like Juli, Aurora too can focus her energy so she can unleash devastating super moves.

Super Moves

Spin Drive Smasher (Charge DB, DF, U + kick) - Like the cannon drill, Aurora doesn't care too much for this move.

Painful Present (Charge B, F, B, F + punch.  Weapon only) - Aurora dashes forward flailing like a maniac and doing extreme amounts of damage if the opponent doesn't get out of the way.  Generally impossible to counter, too.

Chouhatsu S&M Fear (QCB, QCB + punch.  Level 3 only) -  Aurora flashes and spazzes out for five seconds.  She gets 'super armor' (which means she doesn't reel from attacks.  Sweeps still work though, even if just temporarily) and actually GAINS a little health if you hit her during this move.  She does thirty percent more damage while she's like this and... oddly enough... gains the ability to taunt unlimitedly.  Including while in rolls, in the air, and as a wake up, which is really really weird... her taunts consist mostly of screaming "WHY DO YOU NOT FEAR!?", of course.

Comments:  Aurora's even more offensive oriented than Fenrir.  Probably more effective too, though even Fenrir has more precision than her.  Generally, the worst off is when she starts spazzing out where everyone pretty much should probably try to just get out of the way cause there isn't much stopping her.  However, when she's not like that, Aurora herself actually is surprisingly not too good at taking damage, either...
 
 

    Serina

Name:  Serina
Age:  16
Weapon:  NF Mike (her microphone.  I don't know what NF stands for)
Role:  Communication
Profile:  Sometimes Serina's bird language confuses even me.  Or maybe she's just babbling nonsense and no bird language at all.  Serina's extremely hyper.  She actually required very minimal brainwashing and her incorporation into the dolls was rather seamless, oddly enough.

Attack Rating:  80
Damage Rating:  120
Weapon Equilibrium:  n/a (she can't lose the mike, really)

Special Ism Pluses

Alpha Combo - Serina is constantly in motion... she even has the ability to cancel her normal moves into other normal moves, allowing her to chain together attacks much easier and thus do combos which no other doll could execute.  And wail on her opponent a lot.

Command Moves

Cookie Mine (B + hard kick) - Serina drops a cookie to the ground which explodes in two seconds or when it's stepped on.  Must be blocked low.

Special Moves

Cannon Spike (Charge D, U + kick) - Cannon spike.  Serina has to charge it.

Cannon Drill (Charge B, F + kick) - Thanks to her Alpha Combo ability, Serina can generally whack the person long enough to charge and include a cannon drill into her combos despite how it needs to be charged.

Psycho Cookie (Charge B, F + punch) - Serina's projectile.  She charges up an... erm, cookie, then throws it.  It explodes on contact but only hits once unlike Avelle's explosive projectiles.  Not too much lag or start up time at all, but not too much damage either.

Cannon Strike (QCF + kick in air before peak of jump) - Same as Cammy's cannon strike.  Serina does a fast dive kick.

Spinning Knuckle (HCB + punch) - Yea, she has this move, too.  Good to do after the end of Serina's combos after the opponent has been hit back too much to hit him any more.  The opponent will probably have time to block it, but it'll still do some chipping damage.

Super Moves

Spin Drive Smasher (Charge DB, DF, U + kick) - Similar to her cannon drill in execution.

Death Cookie (Charge B, F, B, F + punch) - Getting killed by a barrage of cookies has got to be rather embarrassing.  Of course, then again, getting killed by someone like Serina in general probably is.

Symphony Soundblaster (HCB, CB + punch) - Serina sings into her microphone as a bunch of musical notes start flying around her in a horizontal circle.  If the opponent gets caught in it, they get stuck in a painful merry go round of ear piercing music.  Vacuum effect and Serina's most damaging super move.

Comments:  Like Marzche, Serina isn't meant to get into combat, although despite her poor damage and attack ratings, she can generally defend herself a reasonable amount.  Mainly because her Alpha Combo ability lets her rack up the hits really fast.  Paired up with Marzche and the Psycho Charge Omega as well as backed by Marzche's defense, the two are actually be a pretty dangerous duo.  As far as dolls who aren't supposed to engage in combat are.
 
 

    Olvere    .

Name:  Olvere
Age:  17
Weapon:  Unnamed Spear (Irvine's been trying to give her a named upgrade for a while now)
Secondary Weapon:  Tams (her monkey)
Role:  Scout
Profile:  Olvere actually seems like she'd make a good leader, but for some reason she doesn't seem to ever want to lead.  She's intelligent and has shown a knack for problem solving, but seems content to mostly just let Fenrir boss her around.  On a side note, she underwent a pretty extensive brainwashing process because she didn't want to go along with anything, though it almost seemed like she wasn't being very sincere with her refusal to come along quietly.

Attack Rating:  100
Damage Rating:  110
Weapon Equilibrium:  110

Special Moves

Cannon Spike (CS + kick) - Olvere's cannon spike.  Which is exactly the same as everyone else's cannon spike.

Psycho Spiral (QCF + punch.  Weapon only) - Olvere dashes forward stabbing with a psycho power charged spear.  This move is her cannon forward and exclusive to her.  It multi-hits a lot unlike the other cannon forward attacks of the other dolls, and has good start up and not too much after lag time, though the range is less too and it requires her weapon.  It's actually based off of Rose's Soul Spiral.

Cannon Strike (QCF + kick in air before peak of jump) - Like Cammy's and Juni's and Serina's, though Olvere has added range and damage on her cannon strike if she has her weapon with her, in which case she stabs downward with it, also.

Spinning Knuckle (HCB + punch.  Spinning Strike with weapon) - Like the other spinning knuckles without a weapon.  With her spear, Olvere twirls it outwards after the spin for more range and hits.

Spear Thrust (Press punch rapidly.  Weapon only) - Pretty much like Janet's quarterstaff thrust.

Cannon Revenge (QCB + kick) - Olvere's cannon revenge.  Similar to Cammy's, except instead of cannon spiking or punching, she lets Tams leap off her shoulder and claw and scratch the enemy (the arc and speed of Tam's attack varying on punch button strength).  It's more effective and she can combo the enemy while Tams is attacking, though my own Cannon Revenge move is still better.

Monkey Assault (QCB + punch) - Olvere has Tams assist her with a projectile attack.  There's only a very short pause while she gives the command and Tams leaps to the ground.  Depending on the strength of the punch used, Tams then quickly attacks with (from weakest to strongest) a boomerang that can hit on the way back if it doesn't connect the first time, a fast mini-sniper rifle, and a machine gun which sprays bullets.  Tams can be attacked the instant Olvere gives the command and knocked out of the move though, and it takes him a while to whip out the rifle and especially the machine gun.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - Olvere's spin drive smasher kills in one hit even if blocked!  Just seeing if the reader was paying attention.

Brainshaker (Charge B, F, B, F + punch.  Weapon only) - Olvere dashes forward VERY quickly with her spear (held to the side of her head and stabbing forward).  It only needs to hit once, too, so she can get full damage from nearly a screen's length away.  Stabs her opponent hard and sends them slamming into the far wall.

Primal Rage (QCF, QCF + punch) - Olvere swings upwards with her spear, sorta like Fenrir's Ichitaitou.  If it hits, Tams immediately begins beating the crap out of the enemy rabidly as Olvere does multiple spear strikes.

Comments:  Besides her range with her weapon and Tams, Olvere's just... really solid.  Not many glaring weaknesses and she can fight pretty well without her weapon, too.
 
 

    Noelle    .

Name:  Noelle
Age:  17
Weapon:  Shadow Love (her first aid kit.  And yes, it's a very stupid name)
Role:  Medic
Profile:  Noelle's always constantly worrying about everyone's health to the point where it's almost freaky.  There's really not much else for me to say at the moment.

Attack Rating:  90
Damage Rating:  110
Weapon Equilibrium:  110

Special Moves

Cannon Spike (CS + kick) - Cannon spike, yada yada yada.

Sniping Arrow (Charge B, F + kick) - Ditto.

Happiness Bag (HCB + punch.  Weapon only) - Noelle dashes forward and does a long reaching swipe with her first aid bag if a weak punch.  If a strong punch, she spins around with the bag outstretched for multiple hits.  Doesn't go through fireballs though like you'd think it would.  This can be done in the air, in which case it disrupts Noelle's arial velocity for wierd helicopter effects.

Anesthasia (360 + punch.  Weapon only) - Unblockable.  Noelle dashes forward a little (it looks like a mach slide and is almost as fast, though not much distance and she's vulnerable during it) and crams an anesthasiac down her opponent's throat, making them dizzy and open to a combo afterwards.  Or giving Noelle time to recover, since the dizziness lasts a minimum of three seconds.

Hooligan Combination (QCF, UF + punch) - Like Fenrir's and Janet's, complete with the weapon spin, which just looks really odd.

Psycho Charge Beta (Three kicks) - This heals Noelle.  Unlike Juni's, it starts only one second after she begins the move (though the move still lasts for 3 seconds), resulting in Noelle healing twice as much as Juni does as well as healing more damage back before she gets knocked out of the move if she does get knocked out of it.

Psycho Charge Gamma (Three punches) - This heals the ally of Noelle's choice.  Same as Psycho Charge Beta, otherwise.

Super Moves

Spin Drive Smasher (QCF, QCF + kick) - Do I really need to keep going over this!?

Reverse Shaft Breaker (QCB, QCB + kick) - Exactly like Cammy's and Juli's.

Renewal (Charge B, F, B, F + punch.  Level 3 only) - Noelle pauses for a second a la Psycho Charge Beta then instantly heals half her life.  If a kick is used, she instantly heals half her ally's life... often even waking her friend out of unconsciousness if need be.

Comments:  Noelle... um... heals people.  Really not too effective for much else.  Course, healing alone makes her pretty essential.
 
 

    Desire    .

Name:  Desire
Age:  16
Weapon:  Two Unnamed Tomahawks (Lord Bison gave her a special Tomahawk that supposedly Chief Sitting Bull himself used, but Desire doesn't dare to use it and it's more a collector's item)
Role:  Support
Profile:  Desire is constantly ranting about how everyone should be with their proper soul mate and that proper soul mate is always female.  What's really odd is that if you ask her, she claims she herself is straight.  That girl's even weirder than Juni, sometimes...

Attack Rating:  100
Damage Rating:  120
Weapon Equilibrium:  80

Special Moves

Cannon Spike (Charge D, U + kick):  A spiking cannon!

Sniping Arrow (Charge B, F + kick):  Be free, oh arrow of great powerful snipingness!  ....hey, you come up with a way to describe the same thing like 6 different damn times.

Tomahawk (CS + punch.  Weapon only) - Desire throws her axe in an arc.  Repeating the motion lets her throw the other one, too.  The strength of the punch button determines the arc.

Spinning Knuckle (HCB + punch) - Same as Cammy's, though with her weapon, she sends her tomahawk flying into the air at a 30 degree angle, too.  However, it doesn't fly straight out.  It flies out in a circle moving outwards from the screen then inwards again at a specific point in the air determined by the strength of the punch button used.  Extremely difficult to get it to hit correctly, but it also can't be airblocked.

Wheel Grind (QCF + punch x 3.  Weapon only) - Desire spins her axe on their ropes really fast in a wheel.  Doing the motion again makes her step forward follow up with the other, and the third time she spins both.  Great chipping damage, decent range, and lots of hits.

Super Moves

Spin Drive Smasher (Charge DB, DF, U + kick) - Desire's spin drive smasher.

Tomahawk Destroyer (Charge B, F, B, F + punch.  Weapon only) - Desire begins lashing out with both tomahawks which fly in all directions as their range expands outward.  Really far range but really only does decent damage if it begins up close.  Hitting buttons fast increases the damage and also makes the tomahawks fly around faster and more.

Tomahawk Shaft Breaker (QCB, QCB + punch.  Weapon only) - Similar to the Tomahawk Destroyer, except Desire directs the axes in the mostly vertical direction.  More horizontal range than the Reverse Shaft Breaker but that's really not saying much.

Comments:  Desire has a very unorthodox style... even most of her normal moves end up sending those tomahawks flying all over the place.  It's extremely... odd.  I imagine it could be effective if she could master it but until then, she's just not very powerful.  Makes good support at least since she can lob projectiles over her allies' heads and has such medium distance capabilities.
 
 

    Ophelia

Name:  Ophelia
Age:  1
Weapon:  A Mask (without it, increase Ophelia's damage rating by 20 points)
Role:  ???
Profile:  ???

Attack Rating:  100
Damage Rating:  110
Weapon Equilibrium:  100

Command Moves

Double Jump (U while in air.  Can be UF or UB, too) - Ophelia defies the law of physics and somehow jumps again while in the air  Oo

Special Moves

Cannon Spike (CS + kick) - Powered with psycho power so it has even more priority, damage, and slightly more range, Ophelia flies into the air really REALLY high with this kick.  This also means the opponent has insane reaction time to counter if the move misses.

Cannon Drill (QCF + kick) - Psycho powered, it has the start up time of the cannon drill but the speed, damage, and range of a sniping arrow.  Though it still has the insane lag time at the end, possibly even more so than the regular cannon drill.

Spiral Arrow (QCF + kick in air) - Ophelia's cannon drill in the air.

Hooligan Combination (QCF, UF + kick) -  Like Cammy's, except the dive kick within it is psycho powered for more range, damage, and priority.

Spinning Knuckle (HCB + punch) - Again psycho powered to be enhanced.

Super Moves

Spin Drive Smasher (QCF, QCF + punch) - The cannon drill and cannon spike are again psycho powered for the same effects as those moves.  This also means Ophelia's insanely wide open if this is blocked, even if it doesn't completely miss.

Reverse Shaft Breaker (QCB, QCB + punch) - Psycho powered again, though this super can actually be airblocked, which severely limits its usefulness.

Killer Bee Assault (Charge DB, DF, U + kick.  Level 3 only) -  The same as Cammy's with no added effects.

Comments:  Eh, still studying.  Who the heck went and made a doll behind my back?  -_-

Hosted by www.Geocities.ws

1