great job
*notes about Full Moon*
-Initiative Heat can also be performed from shield
-From a successful ground shield counter (that hits) a jump/special/initiative heat cancel can be performed
-If a ground shield counter is guarded then no action can be performed until full recovery
-No action can be performed after successful air shield counter (no aerial movement, no special cancels, no IH, etc.)
-Successful air shield counter produces untechable launcher
-Charging meter restores guard quality
-Activating Heat/Initiative Heat restores guard quality
-Holding a jumping shield until landing does not damage guard quality
-Ground shield counter command can be inputted at any point after a successful shield but before the /full/ shielding animation (recovery) is complete.
-Air shield counter can be performed at /any/ point after a successful air shield regardless of height and completion of the air shielding animation
-After a successful air shield, a ground shield counter can be executed upon landing (timing is strict)
-Any special move that is ex cancelable can be Initiative Heat Canceled
-*Throw can be performed from shield (I really not sure entirely how this works just yet but I'll post up as soon as I do!)
-To compensate for lack of rebeat, Full Moon characters tend to have frame advantage on normals (speculation)
-Initiative Heat can be performed by holding any direction (1,2,3,4,6,7,8,9 including 5) and hitting ABC. This does not apply to use of the E button however. Only 5E will allow for IH cancel in this instance.