Basic stuff for now, I'll test more things as I have more time on the arcade machine.
Normals:5A: Knife jab. The purple effect following it does not hit.
2A: Low knife jab. Purple effect doesn't hit. Pretty sure it hits low, but I forgot to check.
j.A: Air Knife jab, hits in the middle of her sprite's box. Purple effect does not hit.
5B: Knife swipe. Leaves a crescent slash similar to Ryougi's.
6B: Hits opponent with the butt of her gun. Has very small range.
BE6B: OVERHEAD.
2B:
j.B: An air version of her 5B
5C: Slashes forward with her gun.
BE5C: Wallslams on hit.
6C: Kicks forward using the gun as a pivot. Moves her forward.
4C: Slashes upward. AIR UNBLOCKABLE.
2C: Kick flip upwards. AIR UNBLOCKABLE.
3C: Extended low kick with good range. Hits LOW
j.C: Kicks kind of high in the air, leaving a swiping trail. This is the normal you want to use for cross-ups.
Note: You cannot combo a normal into another normal in the air. No j.BC, dj.BC Specials:236A: Rushes forward and does a launching flip kick (
1525dmg). Blowback Edge on the flip kick delays it launches higher, and is an
overhead.
236B: Rushes forward, won't attack if you don't input something while rushing...
...A: Shoots a gun blast forwards.
Air Unblockable ~1500dmg...B: Shoots a gun blast upwards (~45% up).
Air Unblockable ~1500dmg.
...C: Does the flip kick from 236A.
~1000dmg.
236C (EX): Rushes forward, the rush part hits the opponent. Ends with a forward gun blast.
3088dmg.
214A: Laser Beam. Is faster than B, is a little higher on the screen, too; only does 1 hit. Can Blowback Edge for some great distance (BE does
1306dmg). Builds a good amount of meter.
214B: Laser Beam. Is slower than A, is a little lower on the screen than A, also. Has greater distance than A.
1490 dmg. Blowback Edge has the same distance as BE214A.
1465dmg.
214C (EX): A super version of this move, lasts a little longer.
1814dmg.
j.214A: 214A in the air. Can be TK'd. (BE does
1326dmg)
j.214B: 214B in the air. Can be TK'd.
1490dmg. (BE does
1530 dmg)
j.214C (EX): The same as 214C on the ground.
1984dmg.
623A: Dragon Punch style move.
1293dmg.
...A/B/C: Will kick downwards. Must be done while in the middle of the move, won't work after the animation is over. I didn't notice any difference in angle/hits/damage between the A/B/C versions of the follow-up. (Dmg depends on how many hits you do, which depends on your height. I'll calculate it soon.)
623B: Dragon Punch style move. Goes all the way to the top of the screen! You will land before your opponent will. You cannot follow this move up like you can with 623A.
2298dmg623C (EX): A typical EX of 623B.
2365dmg.
j.236A: Air version of 623A. Yes, the input is j.236A, not j.623A. TKable.
...A/B/C: The follow-up works the same as the ground version.
j.236B: Air version of 623B. Doesn't go up quite as high. Like 623B, there's no follow-up, but you land before your opponent. TKable.
2040dmg.
j.236C (EX): EX type version of j.236B.
Arcs:Arc Drive: 41236C: Will rush at opponent using the same motion as 236C. It will freeze your position on the screen, so it won't necessarily push them into the corner.
Another Arc: 41236C: Same as above, but more damaging follow-up.
Last Arc: EX Shield in Normal Stance.
6683dmg.
I'll get more info on damage, and other things I missed, when I get a chance to practice against a human who's helping me out. Friday night isn't the best time to figure this sort of thing out and write notes
Damage tested against Aoko during her first 50% of health (She has a 1.0 defense rating during her first half).
PCiel's Defense Ratings:100%: 0.95;
75%: 0.95;
50%: 0.95;
25%: 1.00