I don't care what anyone does with this so long as you give due credit.
This lists all attacks for each borg and their damages. Due to the
somewhat odd nature of Gotcha Force's mechanics, these values are
sometimes only a rough estimate. In cases where a move deals varied
damage based on how it hits, I have given the highest damage value
that I was able to produce, so all numbers are a best-case scenario.
Most damage values were tested against a level 7 Neo G Red. Attacks
that stagger Neo G before dealing their full damage or have trouble
hitting him were tested against Blizzard Dragon, unless noted
otherwise. A ~ in front of a damage value means that the damage
dealt by that attack was particularly random.
All tests against shields were done with a Spike Knight. For moves
with multiple hits, the damage shown is for the full combo. For
projectiles, Recharge means that the move will regenerate ammo
without having to use all of it first.
There are generally five varieties of melee moves. These are
performed by pressing the button while standing, dashing on the
ground, landing from a jump, being in the air, or dashing in the
air. Any exceptions are listed as such.
Shot Types
To avoid repeat descriptions, some projectiles simply list a shot
type.
Laser: Usually faster than other shots.
Large Shot: A large, quick projectile.
Round: The basic shot of most borgs. Varies greatly in size and
speed.
Fireball: Faster than most forms of Round shots but slower than
lasers.
Gun: Similar to Round shots but with a unique shape.
Shuriken: Very slow projectiles.
Missile: Explodes on contact.
Bomb: Projectiles dropped downward that explode on contact.
Blast Laser: Extremely fast and accurate laser that explodes on
contact.
X Slash: A X-shaped projectile. Fairly slow.
Tank: Moves in a slight arc and knocks enemies over easily.
Movement Types
Borgs that jump normally have the amount of times they can jump
before landing here. Otherwise, a special movement type is listed
in their description.
Boost: The A button can be held for a certain length of time to dash
or move upward.
Flying: Flying borgs hover in place. The A button lets them flap
higher, while X makes them dive.
Air: These borgs are always in the air and moving forward. The A
button makes them move faster.
Helicopter: Only two borgs have this. They are similar to Air borgs
but can hover in place.
Dragon: Dragons move very slowly. They can flap higher with A, and
pushing a direction will put them in a flying state.
Move Attributes
These are extra information added to a move's description.
CN: Shows that the move can be cancelled with another attack.
SB: These moves break through all shields with at least one hit in
their combo.
MH: These moves hit continuously while in contact with an enemy.
WV: These moves produce a wave projectile along with the attack.
This is included with the move's damage.
Borg List
Air [1AIR]
Orange Fighter
Blue Striker
Violet Attacker
Red Attacker
Eagle Jet
Victory Jet
Carrier Helicopter
Flying Saucer
Death Borg Alpha
Death Borg Alpha II
Death Borg Beta
Death Borg Beta II
Death Borg Beta III
Death Borg Gamma
Death Borg Gamma II
Death Borg Delta
Death Borg Delta II
Death Borg Delta III
Death Borg Zeta
Death Borg Zeta II
Death Borg Zeta III
Death Borg Zeta IV
Death Borg Theta
Death Borg Iota
Death Borg Lambda
Death Borg Lambda II
Death Borg Sigma
Death Borg Sigma II
Death Borg Mu
Death Borg Nu
Death Borg Nu II
Death Borg Nu III
Death Borg Omicron
Death Borg Tau
Death Borg Chi
Death Borg Omega
Death Borg Omega II
Death Borg Omega III
Death Borg Omega IV
Death Eye
Death Bomb
Death ICBM
Demon [5DEMON]
Akuma Samurai
Demon Samurai
Demon Wing
Death Wing
Dragon [6DRAG]
Wing Dragon
Phoenix Dragon
Fire Dragon
Flame Dragon
Ice Dragon
Blizzard Dragon
Thunder Dragon
Plasma Dragon
Space Dragon
Cosmic Dragon
Machine Head
Death Head
Mechanical Dragon
Cyber Dragon
Machine Dragon
Cyber Death Dragon
Fortress [7FORT]
Beam Satellite
Death Saucer
Sirius
Death Arc
Antares
Kung-Fu Master
Tao Master
Jelly Diver
Jack
Tar Diver
Copy Man
Walking Bomb
Machine (small) [14SMACH]
G Red
Neo G Red
G Black
Claw Robot
Isaac
Build Robot
Army Robot
Thunder Robot
Magnet Robot (+)
Magnet Robot (-)
Megaton Robot
Drill Robot
Hammer Robot
Machine (large) [15LMACH]
Proto Panther
Panther Robot
Proto Titan
Titan Robot
Proto Eagle
Eagle Robot
Proto Red
Machine Red
Proto Blue
Machine Blue
Proto Mars
Cyber Mars
Proto Atlas
Cyber Atlas
Proto King
Victory Duke
Victory Baron
Victory King
Cyber Machine Seiryu
Cyber Machine Genbu
Cyber Machine Byakko
Cyber Machine Suzaku
Musha [16MUSHA]
Normal Samurai
Musashi
Sonic Samurai
Beam Samurai
Chrono Samurai
Samurai Shogun
Damage: 44
Attributes: None
Description: Eagle Jet activates two laser blades on the front. The
attack must be aimed, as this does not affect Eagle Jet's movement.
Cost: 390
HP: 200
Jump: Helicopter
Extra Info: None
B Shot
Shot Type: Round
Damage: 16
Ammo: 40
Recharge: No
Description: Two shots are fired with each button press. Up to 20
can be fired by holding the button.
X Shot
Shot Type: Missile
Damage: 63
Ammo: 1
X Charge
Description: Carrier Helicopter fires its claw at the enemy, pulling
it towards itself. The enemy borg can be lifted into the air and
moved around, or attacked with B shots. This move does not deal
damage.
Shot Type: Round
Damage: 19
Ammo: 10
Recharge: No
Description: 5 shots are fired per button press. Damage given is for
all five.
B Charge
Description: Creates a small platform that instantly raises the target
up to a set height, which is about halfway to the ceiling in
most stages. The platform breaks after a few seconds.
Shot Type: Round
Damage: 19
Ammo: 10
Recharge: No
Description: 5 shots are fired per button press. Damage given is
for all five.
B Charge
Damage: 17
Description: Creates a cone of wind in front of Wind Valkrie that
pushes enemies away. Repeatedly pressing the B button will keep
this going indefinitely.
Damage: 20
Ammo: 1
Recharge: Special
Description: The Roach drops bombs behind it, and can only drop one
at a time. They explode after a few seconds have passed or when an
enemy is near them. Another bomb can be dropped as soon as the
previous one explodes.
Cost: 350
HP: 200
Jump: 4
Extra Info: Holding A after a jump will allow Alien Insect to hover.
He will still be moving downward, but at a greatly reduced speed.
You can move around with the stick and fire with B in this state,
but dashing or pressing X will make him start to fall again.
B Shot
Damage: 36
Ammo: 2
Recharge: Yes
Description: Fires small insects that explode on contact.
Damage: 34
Attributes: CN WV
Description: Single slash.
Air Dash
Damage: 34
Attributes: CN WV
Description: Same as Normal Air.
X Attack
Description: Fires a sphere of energy that reduces the damage of
shots passing through it. Alien Insect jumps backward when using
this, and can cancel part of the animations of its melee attacks by
doing so.
Damage: 16
Ammo: 5
Description: When fired, web will travel outward while rotating
toward the enemy, and will vanish after dealing damage. If it
connects with an object, it will remain in place for a few seconds.
Strands will recharge the moment they vanish.
Damage: 17
Attributes: None
Description: Same as Normal Ground.
Landing
Damage: 17
Attributes:
Description: Same as Normal Ground.
Normal Air
Damage: 41
Attributes: SB MH
Description: Forward dive with the claws.
Air Dash
Damage: 41
Attributes: SB MH
Description: Same as Normal Air.
X Attack
Damage: 10
Ammo: 5
Description: Pressing X once will place a web node. Pressing it
again will place another, activating the web strand between them.
The strand will not deal damage until it has been released. Strands
will recharge the moment they vanish.
Damage: 16
Ammo: 5
Description: When fired, web will travel outward while rotating
toward the enemy, and will vanish after dealing damage. If it
connects with an object, it will remain in place for a few seconds.
Strands will recharge the moment they vanish.
Damage: 35
Attributes: None
Description: Same as Normal Ground.
Landing
Damage: 35
Attributes:
Description: Same as Normal Ground.
Normal Air
Damage: 85
Attributes: SB MH
Description: Forward dive with the claws.
Air Dash
Damage: 85
Attributes: SB MH
Description: Same as Normal Air.
X Attack
Damage: 10
Ammo: 5
Description: Pressing X once will place a web node. Pressing it
again will place another, activating the web strand between them.
The strand will not deal damage until it has been released. Strands
will recharge the moment they vanish.
Cost: 110
HP: 60
Jump: 3
Extra Info: Death Borgs with a Death Eye for a head and that have a
single Death Eye hovering next to them fire an additional shot on
their projectile attacks. If such a borg reaches level 10, it gains
a second Death Eye.
B Shot
Shot Type: Shuriken
Damage: 3
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 42
Attributes:
Description: 2-hit combo.
Ground Dash
Damage: 42
Attributes: None
Description: Same as Normal Ground.
Landing
Damage: 42
Attributes: None
Description: Same as Normal Ground.
Normal Air
Damage: 23
Attributes: None
Description: Single slash.
Air Dash
Damage: 23
Attributes: None
Description: Same as Normal Air.
X Shot
Damage: 15
Ammo: 5
Recharge: No
Desription: Throws an explosive projectile in an arc.
Special
Damage: 78
Attributes: SB MH
Description: If Alpha is directly above the enemy, pressing B will
cause him to drop straight down with the sword.
Damage: 27
Attributes: None
Description: Punch followed by a forward kick.
Landing
Damage: 81*
Attributes: SB MH
Description: Beta does a quick series of 9 kicks with his upper body
low to the ground (like the Russian dance move) while moving
forward. This cannot be cancelled, and every kick must be performed
once started.This move forces a borg into its invincible state very
easily, so the full damage could not be tested against Neo G. In
fact, only the largest borgs can take all of it without staggering.
In most situations, the damage will be somewhere between 30 and 50.
Normal Air
Damage: 7
Attributes: None
Description: Kicks in the direction of the enemy.
Air Dash
Damage: 35
Attributes: None
Description: Quick series of punches.
X Attack
Damage: 6
Attributes: None
Description: Beta does a pelvic thrust.
Damage: 7
Attributes: None
Description: Same as Normal Air.
X Attack
Damage: 15
Attributes: None
Description: The Death Eye is thrown forward a long distance. It
can be blocked, but it is extremely difficult to do so without taking
at least some of the damage.
Damage: 32, 32
Attributes: SB
Description: Lunges forward with the Death Eye, then kicks. I was
not able to hit Neo G with both attacks at once without causing
knockback, so the damages for both hits are listed separately.
Damage: 14
Attributes: SB
Description: Forward swipe with the Death Eye. This moves her down
slightly, and can easily lead into the Landing attack.
Air Dash
Damage: 16
Attributes: SB
Description: Lunges forward with the Death Eye.
X Attack
Damage: 32
Attributes: None
Description: The Death Eye is thrown forward a long distance. It
can be blocked, but it is extremely difficult to do so without taking
at least some of the damage.
Cost: 140
HP: 50
Jump: 3
Extra Info: Death Borgs with a Death Eye for a head and that have a
single Death Eye hovering next to them fire an additional shot on
their projectile attacks. If such a borg reaches level 10, it gains
a second Death Eye.
Damage: 27
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 74
Attributes: None
Description: Attacks with multiple sword swings while moving
forward. The button must be pressed repeatedly for the full effect.
Damage: 27
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 74
Attributes: None
Description: Attacks with multiple sword swings while moving
forward. The button must be pressed repeatedly for the full effect.
Cost: 150
HP: 50
Jump: Flying
Extra Info: Death Borgs with a Death Eye for a head and that have a
single Death Eye hovering next to them fire an additional shot on
their projectile attacks. If such a borg reaches level 10, it gains
a second Death Eye.
B Shot
Shot Type: Round
Damage: 26
Ammo: 5
Recharge: Yes
Description: 5 shots are fired per button press. Damage given is
for all five.
Cost: 180
HP: 50
Jump: Boost
Extra Info: Death Borgs with a Death Eye for a head and that have a
single Death Eye hovering next to them fire an additional shot on
their projectile attacks. If such a borg reaches level 10, it gains
a second Death Eye.
Shot Type: Tank
Damage: 7
Ammo: 10
Recharge: No
Description: After firing, Chi will be knocked back by the recoil.
If a shot is fired from the air, Chi will be unable to move until
touching the ground again.
Cost: 20
HP: 30
Jump: Air
Extra Info: Death Bomb has no attacks. Colliding with an enemy or
object causes it to explode, dealing 95 damage to Neo-G. Death Bomb
starts near the top of the stage and cannot move up or down.
Pressing X causes it to fall, and it can be directed somewhat while
doing this. It will also drift slowly downward on its own.
Cost: 400
HP: 100
Jump: Air
Extra Info: Death ICBM has no attacks. Colliding with an enemy or
object causes it to explode, killing most borgs outright. Large
borgs like Dragons and Warships can survive it, and will take
roughly 500 damage from the blast.
Cost: 480
HP: 250
Jump: 3
Extra Info: His swords grow in length as enemies die. He does not
need to kill them himself.
B Shot
Shot Type: Laser
Damage: 26
Ammo: 5
Recharge: Yes
B Attacks
Normal Ground
Damage: 62
Attributes: CN SB
Description: 3-hit slash combo. Akuma Samurai can jump immediately
after the final hit to follow the enemy into the air, though this
does not give him access to any special attacks.
Ground Dash
Damage: 26
Attributes: CN
Description: Akuma Samurai jumps into the air and slashes down
with both swords.
Landing
Damage: 26
Attributes: CN
Description: Akuma Samurai spins around and slashes with one sword.
Normal Air
Damage: 47
Attributes: CN SB
Description: Akuma Samurai slashes once with each sword.
Air Dash
Damage: 47
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 131
Attributes: SB
Description: Akuma Samurai flails wildly with his swords while
moving forward. X must be pressed repeatedly to perform the entire
move. All melee attacks can cancel into this.
Cost: 480
HP: 220
Jump: 3
Extra Info: His swords grow in length as enemies die. He does not
need to kill them himself.
B Shot
Damage: 31
Ammo: N/A
Recharge: N/A
Description: Demon Samurai sends two ghostly skulls after the enemy.
He will not be able to fire again until they return.
B Attacks
Normal Ground
Damage: 62
Attributes: CN SB
Description: 3-hit slash combo. Demon Samurai can jump immediately
after the final hit to follow the enemy into the air, though this
does not give him access to any special attacks.
Ground Dash
Damage: 26
Attributes: CN
Description: Demon Samurai jumps into the air and slashes down with
both swords.
Landing
Damage: 26
Attributes: CN
Description: Demon Samurai spins around and slashes with one sword.
Normal Air
Damage: 47
Attributes: CN SB
Description: Demon Samurai slashes once with each sword.
Air Dash
Damage: 47
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 131
Attributes: SB
Description: Demon Samurai flails wildly with his swords while
moving forward. X must be pressed repeatedly to perform the entire
move. All melee attacks can cancel into this.
Cost: 550
HP: 200
Jump: Flying
Extra Info: All melee attacks produce a small scythe projectile that
deals 15 damage by itself. These are included in the damages for
each attack.
Damage: 63
Ammo: 5
Recharge: Yes
Description: Fires a flaming projectile that explodes on contact.
X Attack
Damage: ~251
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 98
Ammo: 5
Recharge: Yes
Description: Fires a flaming projectile that explodes on contact.
X Attack
Damage: ~456
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 44
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 63
Ammo: 5
Recharge: Yes
Description: Fires an ice projectile that explodes on contact.
Most borgs will be frozen if hit by the projectile itself. Pressing
buttons or directions will remove this status faster.
X Attack
Damage: ~251
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 98
Ammo: 5
Recharge: Yes
Description: Fires an ice projectile that explodes on contact.
Most borgs will be frozen if hit by the projectile itself. Pressing
buttons or directions will remove this status faster.
X Attack
Damage: ~456
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 44
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: ~55
Ammo: 5
Recharge: Yes
Description: Fires an electric projectile that can hit through
shields. This has a small blast radius and deals somewhat random
damage.
X Attack
Damage: ~251
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 98
Ammo: 5
Recharge: Yes
Description: Fires an electric projectile that can hit through
shields. This has a small blast radius and deals somewhat random
damage.
X Attack
Damage: ~456
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 44
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 23
Ammo: 5
Recharge: Yes
Description: Fast beam.
B Charge
Damage: 15
Description: Creates a black hole that pulls in enemy projectiles
and damages enemies who touch it.
X Attack
Damage: ~251
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 47
Ammo: 5
Recharge: Yes
Description: Fast beam.
B Charge
Damage: 15
Description: Creates a black hole that pulls in enemy projectiles
and damages enemies who touch it.
X Attack
Damage: ~456
Ammo: 1
Description: Fires a large laser that deals continuous damage for
about 2 seconds. It will normally be fired forward and can be aimed
left and right slightly, but will be aimed straight down if fired
while dashing in the air. Damage is extremely random, and the value
given is only a rough average.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 66
Ammo: 5
Recharge: No
Description: Fires a series of beams diagonally downward that
explode on contact.
X Attack
Damage: 9
Ammo: 8
Description: Mechanical Dragon releases one of four pod weapons that
chase the enemy, fire one laser, then return. This cannot be used
if all four are already detached.
Special
Damage: 22
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Damage: 90
Ammo: 5
Recharge: No
Description: Fires a series of beams diagonally downward that
explode on contact.
X Attack
Damage: 36
Ammo: 8
Description: Cyber Dragon releases one of four pod weapons that
chase the enemy, fire one laser, then return. This cannot be used
if all four are already detached.
Special
Damage:
Description: Dragons can damage other borgs by stepping on them,
caused by contact with the dragon's feet while it is walking or in
the air.
Cost:
HP: 1250
Jump: Dragon
Extra Info: Machine Head and Mechanical Dragon can combine to form this
borg when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Damage: 39
Description: Fires two beams that sweep across the ground in a line
toward the target.
B Charge
Damage: 62
Description: Fires a series of beams diagonally downward that
explode on contact.
-Player 2-
B Shot
Damage: 36
Ammo: 8
Description: Machine Dragon releases one of four pod weapons that
chase the enemy, fire one laser, then return. This cannot be used
if all four are already detached.
-X Charge-
Damage: 2280
Description: If both players charge their X Attack, Machine
Dragon will fire a large beam that kills most borgs in one hit. A
charged X attack will do nothing unless both players have fully
charged it. Damage shown was tested against a Level 4 Sirius.
Cost:
HP: 500
Jump: Dragon
Extra Info: Death Head and Cyber Dragon can combine to form this
borg when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Damage: 244
Description: Fires two beams that sweep across the ground in a line
toward the target.
B Charge
Damage: 90
Description: Fires a series of beams diagonally downward that
explode on contact.
-Player 2-
B Shot
Damage: 36
Ammo: 8
Description: Cyber Dragon releases one of four pod weapons that
chase the enemy, fire one laser, then return. This cannot be used
if all four are already detached.
-X Charge-
Damage: ????
Description: If both players charge their X Attack, Cyber Death
Dragon will fire a large beam powerful enough to kill any borg. A
charged X attack will do nothing unless both players have fully
charged it.
Cost: 800
HP: 1000
Jump: Special
Extra Info: Can only move very slowly at a set height.
B Shot
Damage: 76
Ammo: 8
Recharge: Yes
Description: Beam Satellite fires a small pod a short distance
away in a random direction. It then fires alaser to the pod which
redirects it at the enemy. Only four pods can be in use at one
time.
X Attack
Damage: 476
Description: Fires a large laser straight downward that will kill
most borgs in one hit, and deals continuous damage. Damage shown is
the amount dealt to a Blizzard Dragon before it is staggered.
Cost: 1000
HP: 2000
Jump: Special
Extra Info: Can only move very slowly at a set height.
B Shot
Damage: 48
Ammo: 10
Recharge: Yes
Description: Death Saucer fires a purple beam at the enemy which
deals continuous damage. Damage shown is the amount dealt to a
Blizzard Dragon before it is staggered.
X Attack
Damage: 476
Description: Fires a large laser straight downward that will kill
most borgs in one hit, and deals continuous damage. Damage shown is
the amount dealt to a Blizzard Dragon before it is staggered.
Cost: 1000
HP: 2000
Jump: Special
Extra Info: Can only turn in place. Starts at one of the corners
of the arena.
B Shot
Damage: 8
Ammo: 30
Recharge: Yes
Description: Fires a beam that travels sideways for a moment before
moving toward the enemy. This is fired from the side closest to the
enemy.
X Shot
Damage: 70
Ammo: 30
Recharge: Yes
Description: Fires a large beam at the enemy after a short pause.
Turning will move the beam sideways as it fires.
X Charge
Damage: ?
Description: Fires up to 16 X Shots and at least 22 B Shots at
once, using their ammo. Damage is entirely dependant on how many of
them hit and how quickly the enemy staggers.
Cost: 1000
HP: 2000
Jump: Special
Extra Info: Can only turn in place. Starts at one of the corners of
the arena. Identical to Sirius.
B Shot
Damage: 8
Ammo: 30
Recharge: Yes
Description: Fires a beam that travels sideways for a moment before
moving toward the enemy. This is fired from the side closest to the
enemy.
X Shot
Damage: 70
Ammo: 30
Recharge: Yes
Description: Fires a large beam at the enemy after a short pause.
Turning will move the beam sideways as it fires.
X Charge
Damage: ?
Description: Fires up to 16 X Shots and at least 22 B Shots at once,
using their ammo. Damage is entirely dependant on how many of
them hit and how quickly the enemy staggers.
Cost: 1300
HP: 2000
Jump: Special
Extra Info: Can only turn in place. Starts at one of the corners of
the arena.
B Shot
Damage: 70
Ammo: 5
Recharge: Yes
Description: Fires a large beam at the enemy after a short pause.
Turning will move the beam sideways as it fires.
X Attack
Damage: 17
Ammo: 10
Recharge: Yes
Description: Releases a small fighter that will strafe and fire a
small projectile at the enemy three times before returning. Up to
ten can be active at once.
Damage: 8
Attributes: CN
Description: Single knife slash.
Air Dash
Damage: 17
Attributes: CN
Description: Forward lunge with the knife.
X Attack
Description: Wire Girl places a node which she is connected to by a
wire of energy. Double tapping the X button will quickly withdraw
her back to that node. She can place up to four of these to create
a path for herself. Boosting sideways while withdrawing will keep
her in place at a node.
Damage: 44, 44
Attributes: SB
Description: Lunges forward with the spinner, then kicks. I was not
able to hit Neo G with both attacks at once without causing
knockback, so the damages for both hits are listed separately.
Damage: 15
Attributes: SB
Description: Forward swipe with the spinner. This moves her down
slightly, and can easily lead into the Landing attack.
Air Dash
Damage: 44
Attributes: SB
Description: Same as Ground Dash.
X Attack
Damage: 44
Attributes: None
Description: The spinner is thrown forward a long distance. It can
be blocked, but it is extremely difficult to do so without taking at
least some of the damage.
Shot Type: Laser
Damage: 8
Ammo: 6
Recharge: Yes
Attributes: CN
Description: Cyber Girl Super sends out a remote weapon, which fires
3 lasers before returning, if the ammo is available. Only two
remotes can be released at a time. Pressing X with all remotes out
will start the releasing animation, but it will cancel early.
Multiple remotes can be released at a time by holding X.
Shot Type: Laser
Damage: 8
Ammo: 12
Recharge: Yes
Attributes: CN
Description: Cyber Girl Hyper sends out a remote weapon, which fires
3 lasers before returning, if the ammois available. Only four
remotes can be released at a time. Pressing X with all remotes out
will start thereleasing animation, but it will cancel early.
Multiple remotes can be released at a time by holding X.
Damage: 22
Attributes: SB CN
Description: Shadow Girl slashes downward, then performs a flip
kick. The kick is either unblockable, or hits at such an angle that
a shield is very unlikely to stop it.
Shot Type: Round
Damage: 38
Ammo: 20
Recharge: No
Description: Killer Girl can only fire in bursts of five, so the
damage given is for the entire burst. The burst can be interrupted
by a jump from the ground or by moving into melee range.
B Melee
Normal Ground
Damage: 35
Attributes: SB CN
Description: Two slashes followed by a kick.
Ground Dash
Damage: 31
Attributes: CN
Description: Foreward stab followed by a kick.
Damage: 22
Attributes: SB CN
Description: Killer Girl slashes downward, then performs a flip
kick. The kick is either unblockable, or hits at such an angle that
a shield is very unlikely to stop it.
Damage: 17
Attributes: None
Description: Single kick.
Landing
Damage: 25
Attributes: CN
Description: Leg sweep, followed by a kick. Sweep cannot be
cancelled.
Normal Air
Damage: 17
Attributes: SB
Description: Single punch.
Air Dash
Damage: 17
Attributes: SB
Description: Same as Normal Air.
X Attack
Shot Type: Tank
Damage: 47
Ammo: 1
Description: Revolver Gunman moves backward when firing. This can
cancel some attacks, or can be fired directly after them.
Damage: 17
Attributes: None
Description: Single kick.
Landing
Damage: 25
Attributes: CN
Description: Leg sweep, followed by a kick. Sweep cannot be
cancelled.
Normal Air
Damage: 17
Attributes: SB
Description: Single punch.
Air Dash
Damage: 17
Attributes: SB
Description: Same as Normal Air.
X Attack
Damage: 94
Ammo: 1
Description: Powered Gunman fires a spread of shots in front of
him, moving him backward in the process. This can cancel some
attacks, or can be fired directly after them. Damage represents an
average point-blank shot.
X Charge
Damage: 70
Description: Powered Gunman fires a group of bombs that travel in
an arc. Upon reaching the enemy, they will explode into a spread of
shots similar to the X Attack. This can cancel some attacks, or can
be fireddirectly after them. Damage represents the average damage
done to a stationary target.
Shot Type: Round
Damage: 39
Ammo: 20
Recharge: No
Description: Five shots are fired with each press. Damage given
is for all five.
B Charge
Damage: 8
Description: Wire Gunner fires the end of his wire at the enemy,
forcing them to retract along the wire he has set. Using this
without having placed a wire will only deal damage.
Damage: 40
Ammo: 10
Description: Time Bomber fires a bomb a little to the side from his
left shoulder. The bomb floats in place and explodes about 4
seconds after it is fired, or when an enemy touches it. Up to ten
bombs can be active at one time. Once a bomb explodes, a new bomb
becomes available to fire. Bombs can be fired even while stunned.
X Attack
Shot Type: Bomb
Damage: 40
Ammo: 3
Recharge: Yes
Description: Time Bomber fires a bomb toward the enemy. The bomb
explodes upon contact with any surface or enemy.
Damage: 40
Ammo: 8
Description: Remote Bomber fires a bomb a little to the side from
either shoulder (alternating). Bombs float in place and explode
when X is pressed or when they come into contact with any surface,
enemy, or explosion from another bomb. Up to eight bombs can be
active at one time. Once a bomb explodes, a new bomb becomes
available to fire. Bombs can be fired even while stunned.
X Attack
Description: Pressing X causes the bomb that has been active the
longest to explode. If no bombs are active, this has no effect.
Shot Type: Round
Damage: 8
Ammo: 100
Recharge: No
Description: Gatling Gunner can fire continuously by holding the
button. These shots will never cause the enemy to enter its
invincible state.
X Shot
Damage: 18
Ammo: 4
Recharge: No
Description: Throws an explosive projectile in an arc.
Damage: 17
Attributes: CN
Description: Single kick.
Landing
Damage: 25
Attributes: CN
Description: Leg sweep, followed by a kick. Sweep cannot be
cancelled.
Normal Air
Damage: 17
Attributes: None
Description: Single punch.
Air Dash
Damage: 17
Attributes: None
Description: Same as Normal Air.
X Shot
Damage: 120
Ammo: 1
Description: Beam Gunner jumps into the air, then fires a giant
laser. This can hit through stage objects. The laser originates
from the end of the gun, so it will not hit some borgs if Beam
Gunner is standing right next to them.
Damage: 35 (44)
Attributes: None
Description: Single punch.
Normal Air
Damage: 17 (26)
Attributes: None
Description: Single kick.
Air Dash
Damage: 26 (44)
Attributes: None
Description: Single punch.
X Attack (normal)
Description: Gold Hero transforms, gaining new projectiles and
various stat increases. His melee attacks do not change. Gold Hero
will not take damage during the transformation.
X Attack (transformed)
Damage: 69
Description: Gold hero fires a super-accurate laser with a very
long recharge time.
Cost: 380
HP: 200
Jump: 2 (4)
Extra Info: Values given in parenthesis reflect Metal Hero's
transformed state. Metal Hero does continuous damage with the last
hit of each transformed ground attack, so the total damage done is
heavily dependant on the borg being fought and how close that borg
is to being knocked over. The damage given is the maximum
amount done to Neo G. The shockwave itself also behaves this way,
and will generally do between 15 and 34 damage on its own.
Damage: 17
Attributes: None
Description: Flying kick toward the enemy.
Air Dash
Damage: 17
Attributes: None
Description: Same as Normal Air.
B Melee (transformed)
Normal Ground
Damage: 112
Attributes: SB
Description: 3-hit sword combo. The last hit creates an
unblockable shockwave similar to that of a napalm bomb.
Ground Dash
Damage: 112
Attributes: SB
Description: 4-hit sword combo. The last hit creates an
unblockable shockwave similar to that of a napalm bomb.
Landing
Damage: 106
Attributes: SB
Description: 5-hit sword combo. The last hit creates an
unblockable shockwave similar to that of a napalm bomb. The
third hit is also
unblockable.
Damage: 0
Attributes: SM
Description: Metal Hero transforms, gaining new moves and
various stat increases. Metal Hero will not take damage
during the transformation.
X Attack (transformed)
Damage: ???
Attributes: None
Description: Metal Hero fires a large laser from his sword and
drops down. The laser stays active during his fall, and does
continuous damage to anything it touches. This is among the
most damaging moves in the game, and most borgs caught by a direct
hit will be killed outright. However, its damage is dependant on
the size of the enemy and the amount of time the laser spends in
contact with that enemy. This move takes a long time to perform,
leaving Metal Hero vulnerable and unable to move.
Cost: 520
HP: 250
Jump: 3
Extra Info: The damage values are for the normal and large states,
respectively.
B Shot
Damage: 13, 65
Ammo: 3
Recharge: No
Description: Normally, three star-shaped shots are fired in a spread
pattern. When Star Hero is in his large state, these projectiles
will home in on the enemy. The second value shows the damage done
when all three hit in the large state.
B Attacks
Normal Ground
Damage: 92, 149
Attributes: SB MH
Description: Punch, followed by an uppercut.
Ground Dash
Damage: 47, 82
Attributes: SB
Description: Quick flurry of kicks.
Landing
Damage: 102, 188
Attributes: SB MH
Description: Single kick that leads into a Normal Ground.
Normal Air
Damage: 26, 42
Attributes: SB
Description: Star Hero lunges forward with a kick.
Air Dash
Damage: 47, 84
Attributes: SB MH
Description: Star Hero spins toward the enemy feet first. Can be
quickly followed by a Normal Air.
X
Damage: 88
Attributes: None
Description: Star Hero grows larger for a limited time, dealing
damage if in contact with the enemy.
Cost: 530
HP: 250
Jump: 3
Extra Info: The damage values are for the normal and large states,
respectively.
B Shot
Damage: 26
Ammo: 3
Recharge: No
Description: A fast star-shaped shot.
B Attacks
Normal Ground
Damage: 92, 149
Attributes: SB MH
Description: Punch, followed by an uppercut.
Ground Dash
Damage: 44, 81
Attributes: SB
Description: Planet Hero kicks the enemy until stunned. Against a
shielded enemy, this will continue untilPlanet Hero moves into an
angle in which he can connect. Obviously, the damage done by this
move is dependent on how much the enemy can take, but the total
damage done to Neo-G is still listed.
Landing
Damage: 46, 89
Attributes: SB MH
Description: Series of spinning kicks.
Normal Air
Damage: 26, 47
Attributes: SB
Description: Planet Hero lunges forward with a kick.
Air Dash
Damage: 53, 88
Attributes: SB MH
Description: Planet Hero spins toward the enemy like a tornado.
Can be quickly followed by a Normal Air.
X
Damage: 88
Attributes: None
Description: Planet Hero grows larger for a limited time, dealing
damage if in contact with the enemy.
Damage: 31
Attributes: CN
Description: Pop Honey spins around.
Landing
Damage: 31
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 8
Attributes: CN
Description: Single hit.
Air Dash
Damage: 8
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 14
Description: Pop Honey shoots musical notes at the enemy. An enemy
hit by them will spin around temporarily, losing their ability to
aim shots and melee attacks. This does not affect movement.
Damage: 34
Attributes: WV
Description: Same as Normal Air.
B Charge
Damage: 68
Attributes: MH
Description: Axe Knight throws a massive, spinning axe with homing
ability. This can cancel an X Attack.
X Attack
Damage: 85
Attributes: CN SB MH
Description: Axe Knight spins around while moving forward. This
lasts longer if the button is pressed rapidly. Axe Knight's version
lasts a bit longer than Hatchet Knight's.
Damage: 25
Ammo: 2
Recharge: Yes
Attributes: SB MH
Description: Ghost Knight fires his fist at the enemy, which will
explode on contact. This does not prevent him from using melee
attacks.
Damage: 44
Attributes: CN MH SB
Description: Ghost Knight throws his sword a short distance.
X Attack
Damage: 40
Attributes: MH SB
Description: Ghost Knight throws his sword at the enemy. If
performed on the ground, he will jump into the air first. He will
fall after throwing the sword, and will be unable to move again
until landing. This cancels all other melee attacks.
Damage: 30
Attributes: SB MH
Description: Elemental Knight fires his fist at the enemy. He will
not be able to fire again until it returns, though he can still use
melee attacks.
Damage: 35
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 40
Attributes: MH SB
Description: Elemental Knight breaks apart and throws his sword at
the enemy. If performed on the ground, he will jump into the air
first. He cannot be hit until the reforming animation begins, but
will be unableto move again until the animation ends. This cancels
all other melee attacks.
Damage: 35
Attributes: CN
Description: Same as Normal Air.
B Charge
Damage: 47
Attributes: SB MH
Description: Spike Knight spins around while moving toward the enemy.
X Attack
Damage: 44
Attributes: CN SB MH
Description: Spike Knight rolls into a ball and moves forward.
Pressing X again will end the move early. Damage is caused
continuously by being in contact with the enemy, so the total damage
for an attack dependson how much damage the enemy can withstand
before staggering. The value given represents the total damage done
to Neo-G before he is knocked over. Spike Knight can perform a
single jump in this form, reaching a height similar to the total
height of all three of his normal jumps. He will not be able to jump
again until touching the ground, even if he reverts to his normal
form. The move will not begin to recharge until the move ends.
This move will cancel all standard melee attacks, and can be
canceled by a charged B.
Damage: 91
Attributes: MH
Description: Same as Normal Air.
X Attack
Damage: 0
Attributes: None
Description: Chainsaw Knight fires his grappling hook into the
enemy, dealing no damage but pulling both borgs closer together.
Cost: 330
HP: 250
Jump: 3
Extra Info: Vampire Knight constantly loses HP at a rate of about
2-3 per second. However, he is capable of regaining health with any
melee attack. This loss will not drop him below 1 HP.
B Shot
Shot Type: X Slash
Damage: 30
Ammo: 5
Recharge: Yes
B Melee
Normal Ground
Damage: 73
Attributes: CN
Description: 4-hit sword combo. Jumping after the last hit will
cancel the cooldown animation, allowing him to immediately follow
the enemy into the air.
Ground Dash
Damage: 26
Attributes: CN
Description: Vampire Knight hits twice while jumping into the air.
Landing
Damage: 26
Attributes: CN
Description: Single slash.
Damage: 48
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 107
Attributes: SB MH
Description: Vampire Knight spins around with his swords while
moving toward the enemy. This will cancel all melee attacks.
Cost: 330
HP: 280
Jump: 3
Extra Info: Vlad constantly loses health, but can regenerate by
connecting with any melee attack.
B Shot
Shot Type: X Slash
Damage: 24
Ammo: 5
Recharge: Yes
B Melee
Normal Ground
Damage: 73
Attributes: MH CN
Description: 4-hit slash combo. The 4th hit will always be used
after the third, and does not require another button press.
Ground Dash
Damage: 26
Attributes: CN
Description: Vlad flips the enemy into the air with his swords.
The move ends with Vlad in the air, and he will not be able to move
again until he lands unless the attack is cancelled with X.
Landing
Damage: 26
Attributes: CN
Description: A single sword slash that is very similar to the
second hit of his Normal Ground combo.
Normal Air
Damage: 47
Attributes: MH CN
Description: A 2-hit slash combo. Only one button press is needed.
Air Dash
Damage: 47
Attributes: MH CN
Description: Same as Normal Air.
X Attack
Damage: 100
Attributes: MH
Description: Spinning sword attack. All of his other attacks can
cancel into this. If used in air, Vlad will not be able to move
again until he lands.
Damage: 35
Attributes: CN
Description: Same as Normal Air.
Above Enemy
Damage: 87
Attributes: CN SB
Description: Sapphire Knight stabs straight downward after a short
pause, then leaps backward while pulling his lance out of the
ground.
X Shot
Damage: 39
Ammo: 1
Recharge: Yes
Description: Large laser attack. Melee attacks can be cancelled
with this.
Damage: 35
Attributes: CN
Description: Same as Normal Air.
Above Enemy
Damage: 87
Attributes: CN SB
Description: Ruby Knight stabs straight downward after a short
pause, then leaps backward while pulling his lance out of the
ground.
X Shot
Damage: 17, 89
Ammo: 1
Description: Releases a ring of six bombs in front of Ruby Knight
that explode when touched or after about 2 seconds have passed.
Melee attacks can be cancelled with this. The first damage value
given is for a single explosion, the second for a point-blank hit
with all bombs.
Cost: 550
HP: 250
Jump: 3
Extra Info: Imperial Knight can alternate between both swords for a
combo that will last until the enemy isdead or knocked down.
Imperial Knight must land each hit to continue the combo. All red
sword moves are performed with B, and all yellow moves are
controlled with X. Imperial Knight will seem to vanish while dashing
on the ground, but this will not prevent him from taking damage.
B Attacks
Normal Ground
Damage: 90
Attributes: CN
Description: 4-hit slash combo. The combo can be cancelled at any
time with X, but only when making contactwith an enemy. If A is
pressed after the last hit, Imperial Knight will jump higher than
normal, following the enemy into the air.
Ground Dash
Damage: 90
Attributes: CN
Description: Same as normal ground.
Landing
Damage: 90
Attributes: CN
Description: Same as normal ground.
Normal Air
Damage: 90
Attributes: CN
Description: Same as normal ground, though Imperial Knight will
slowly fall during the combo.
Air Dash
Damage: 68
Attributes: SB, CN
Description: Imperial Knight spins toward the enemy with sword
extended. This can be cancelled with X if it connects.
B Charge
Damage: 52
Attributes: CN
Description: 2-hit slash combo. This will cancel any other attack,
and can be cancelled by a charged X.
X Attacks
Normal Ground
Damage: 90, 48
Attributes: CN WV
Description: 3-hit slash combo. The combo can be cancelled at any
time with B, but only when making contactwith an enemy. Each attack
fires a large wave with very long range and homing.
Ground Dash
Damage: 49, 17
Attributes: CN WV
Description: A single forward stab. This attack fires a small wave
with very long range and homing. This can be cancelled with X if it
connects.
Landing
Damage: 45, 21
Description: Imperial Knight fires a bolt of lightning toward the
enemy. This can be cancelled with B if the sword itself connects.
Normal Air
Damage: 31, 17
Attributes: CN WV
Description: A single, slow slash that fires a large wave. This
can be cancelled with B if it connects.
Air Dash
Damage: 68
Attributes: SB CN
Description: Imperial Knight spins toward the enemy with sword
extended. This can be cancelled with B if it connects.
X Charge
Damage: 78, 34
Attributes: CN WV
Description: 2-hit slash combo. Each hit has a short wave. This
will cancel any other attack, and can be cancelled with a charged B.
--------------------------------------------------------------------
Dark Knight
Cost: 610
HP: 300
Jump: 3
Extra Info: Dark Knight can hover in the air by holding A after a
jump. He will fall very slowly and can move around while doing this.
Using a dash or an attack will make him begin to fall again,though
holding A at any point while he is in the air will make him fall a
little slower. Dark Knight will seem to vanish while dashing on the
ground, but this will not prevent him from taking damage.
B Attacks (Red Sword)
Normal Ground
Damage: 90, 48
Attributes: WV
Description: 3-hit slash combo. Each hit creates a large wave with
minor homing.
Ground Dash
Damage: 49, 17
Attributes: WV
Description: Dark Knight dashes forward and stabs. The stab creates
a small wave with minor homing.
Landing
Damage: 90, 48
Attributes: WV
Description: Same as normal ground.
Normal Air
Damage: 34, 17
Attributes: WV
Description: Dark Knight moves forward and slashes. The slash
creates a large wave with minor homing.
Air Dash
Damage: 68
Attributes: SB
Description: Dark Knight spins toward the enemy with sword extended.
B Charge
Damage: 50
Shot Type: Laser
Description: Dark Knight fires multiple lasers from his shield.
The lasers are very close together and fireat the same time in the
same direction, so for all practical purposes they act as one shot.
Firing them pushes Dark Knight back a bit.
B Attacks (Blue Sword)
Normal Ground
Damage: 20
Attributes: SB
Description: Dark Knight fires a bolt of lightning from his sword.
The lightning moves very quickly in one direction.
Ground Dash
Damage: 18, 18
Attributes: WV
Description: Dark Knight stabs in front of him, creating a large
wave with good homing.
Landing
Damage: 20
Attributes: SB
Description: Same as normal ground.
Normal Air
Damage: 18, 18
Attributes: WV
Description: Same as ground dash.
Air Dash
Damage: 18, 18
Attributes: WV
Description: Same as ground dash.
B Charge
Damage: 35
Attributes: SM
Description: Dark Knight creates a wall of fire around himself.
The wall spreads outward from Dark Knight, but does not actually cause
damage until a certain point in the animation. A small electrical
spark can be seen once the wall has reached its maximum range, and
at this point all enemies caught within it will be hit. Even if the
attack is used right next to an enemy, they will still have a chance
to escape or interrupt the attack before the spark appears. Since
Dark Knight remains completely still during the attack, holding A
while using it in air will allow him to hover again, even if he is
out of jumps.
X Attacks
Pressing X at any time will switch between the red and blue swords.
Swords cannot be switched during an attack animation, but pressing X
at any time during an attack will still make Dark Knight switch them
after the animation is over.
Damage: 23
Attributes: CN SB MH
Description: Kung Fu Master spins toward the enemy.
X Attack
Damage: 65
Attributes: SB MH
Description: Kung Fu Master spins toward the enemy like a tornado.
If started on the ground, he will move upward after connecting with
the enemy. The ground version is blockable.
Damage: 33
Attributes: SB CN
Description: Tao Master spins toward the enemy. The attack is
partially blockable, but will eventually break through on a solid
hit.
X Attack
Damage: 32
Attributes: SB
Description: Tao Master realeases one of the swords on his back.
The sword flies toward the enemy and hovers over it for a moment,
then stabs downward. Tao Master cannot use this move if all four of
his swords are already in the air. The swords are unblockable due
to the angle of attack. All other attacks can be partially
cancelled with this.
Damage: 26
Attributes: CN
Description: Forward lunge with both arms.
Landing
Damage: 67
Attributes: CN SB
Description: Same as Normal Ground.
Normal Air
Damage: 26
Attributes: CN SB
Description: Single punch with both arms. The move will repeat
if the button is continually pressed, or until Jelly Diver comes in
contact with the ground. Damage given is for a single hit.
Air Dash
Damage: 44
Attributes: CN SB MH
Description: Jelly Diver attacks multiple times with a swimming
motion.
X Attack
Description: Creates a sphere of jelly which slows any enemies that
enter it slightly.
Damage: 26
Attributes: CN
Description: Forward lunge with both arms.
Landing
Damage: 67
Attributes: CN SB
Description: Same as Normal Ground.
Normal Air
Damage: 26
Attributes: CN SB
Description: Single punch with both arms. The move will repeat
if the button is continually pressed, or until Jelly Diver comes in
contact with the ground. Damage given is for a single hit.
Air Dash
Damage: 44
Attributes: CN SB MH
Description: Jack attacks multiple times with a swimming motion.
X Attack
Description: Creates a sphere of jelly which slows any enemies that
enter it slightly.
Damage: 26
Attributes: CN
Description: Forward lunge with both arms.
Landing
Damage: 67
Attributes: CN SB
Description: Same as Normal Ground.
Normal Air
Damage: 26
Attributes: CN SB
Description: Single punch with both arms. The move will repeat
if the button is continually pressed, or until Tar Diver comes in
contact with the ground. Damage given is for a single hit.
Air Dash
Damage: 44
Attributes: CN SB MH
Description: Tar Diver attacks multiple times with a swimming
motion.
X Attack
Description: Creates a sphere of tar which slows any enemies that
enter it greatly.
Damage: 26
Attributes: None
Description: Copy Man temporarily becomes the borg he hits with
this. He gains all of their skills and attributes except HP.
Cost: 400
HP: 50
Jump: 3
Extra Info: The walking bomb's only purpose is to explode. Simply
coming into contact with another borg ordestroyable stage object
triggers the explosion. The explosion causes 478 damage to Death
Arc. This is a very rough estimate, as any borg that can survive
the explosion will be staggered and avoid some of the damage.
X Charge
Description: The walking bomb fires a claw from its head, pulling
itself toward the enemy.
Damage: 30
Attributes: MH
Description: Super-accurate laser that can hit through objects.
B Melee
Normal Ground
Damage: 70
Attributes: CN
Description: 3-hit punch combo. The last hit can be partially
cancelled with a jump.
Ground Dash
Damage: 31
Attributes: CN
Description: Uppercut. The move ends with G Red in the air. The
attack animation can be partially cancelled with a jump.
Landing
Damage: 25
Attributes: CN
Description: G Red dashes toward the enemy and does a kick. The
move ends with G Red in the air. The attack animation can be partially
cancelled with a jump.
Normal Air
Damage: 33
Attributes: None
Description: G-Red dashes toward the enemy with his foot extended.
Air Dash
Damage: 33
Attributes: SB
Description: Kicks the enemy downward.
Special 1
Damage- From Normal Ground: 111
From Ground Dash: 67
From Landing: 82
Attributes: None
Description: 7-hit combo ending in his Air Dash attack. This move
can only be done by canceling a ground attack into a jump, then
pressing B when next to the enemy in the air. Since this must follow
a ground attack, the damage listed is the total damage for each
available combo.
X Attack
Damage: 76
Attributes: SB MH CN
Description: G Red's raises his fist, which is now glowing. He then
charges forward while surrounded by yellow energy. This can be
cancelled at any time with a charged B. Otherwise, G Red will fall
for a bit before he is able to move again. The first hit can be
blocked.
Damage: 30
Attributes: MH
Description: Super-accurate laser that can hit through objects.
B Melee
Normal Ground
Damage: 80
Attributes: SB CN
Description: Two punches followed by an upward sword swing. Ends
with Neo G in the air. The last hit can be partially cancelled with
a jump.
Ground Dash
Damage: 26
Attributes: CN
Description: Uppercut. The attack animation can be partially
cancelled with a jump.
Landing
Damage: 61
Attributes: CN
Description: Neo G dashes toward the enemy and does a kick. The move
ends with Neo G in the air. The attack animation can be partially
cancelled with a jump.
Damage: 46
Attributes: CN
Description: Same as normal air, but the angle for each hit is
slightly different.
Special 1
Damage - From Normal Ground: 102
- From Ground Dash: 70
- From Landing: 70
Attributes: CN
Description: 7-hit combo ending in his Air Dash attack. This move
can only be done by canceling a ground attack into a jump, then
pressing B when next to the enemy in the air. Since this must follow
a ground attack, the damage listed is the total damage for each
available combo.
X Attack
Damage: 70
Attributes: SB CN MH
Description: Neo G pulls back his sword, then lunges forward as it
glows yellow. This can be cancelled at any time with a charged B.
Otherwise, G Red will fall for a bit before he is able to move
again. This move cancels everything except a charged B.
Damage: 70
Attributes: CN
Description: 7-hit combo ending in his Air Dash attack. This move
can only be done by canceling a Ground Dash into a jump, then
pressing B when next to the enemy in the air.
X Attack
Damage: 70
Attributes: SB CN MH
Description: G Black pulls back his sword, then lunges forward as
it glows yellow. This can be cancelled atany time with a charged B.
Otherwise, G Red will fall for a bit before he is able to move
again. This move cancels everything except a charged B.
X Charge
Damage: 30
Attributes: MH
Description: Super-accurate laser that can hit through objects.
Lifts G Black into the air when fired. This will cancel all other
moves.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 66
Ammo: 10
Recharge: No
Description: Creates a barrel and throws it forward a little. The
barrel then behaves like any other destructable stage object. It
can cause damage if thrown on top of an enemy.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 66
Ammo: 10
Recharge: No
Description: Creates a barrel and throws it forward a little. The
barrel then behaves like any other destructable stage object. It
can cause damage if thrown on top of an enemy.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Description: Attaches a beam of energy between Thunder Robot and an
ally. Any enemy touching this beam takes continuous damage until
they stagger. Deals 1 damage if fired at an enemy directly.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Description: Magnet Robot creates a large cone of magnetism in front
of it, pulling borgs towards it. Magnet Robot can begin moving
again halfway through the attack's duration.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Description: Magnet Robot creates a large cone of magnetism in front
of it, pulling borgs towards it. Magnet Robot can begin moving
again halfway through the attack's duration.
Damage: 44
Attributes: CN SB
Description: Same as Normal Air.
X Attack
Damage: 176
Description: Megaton Robot throws his head at enemies, after which
he'll have to go pick it up (touch it) to throw it again. Other
borgs can target and destroy the head after it is thrown, though it
will regenerate after a long time.
Shot Type: Drill
Damage: 58
Ammo: 2
Recharge: No
Description: Drills deal multiple hits and move through objects, so
they can cause more damage to large borgs.
Damage: 60
Attributes: CN SB MH
Description: Same as Normal Air.
X Attack
Damage: 72, 150
Description: Drill Robot drills down into the ground, then drills
upward from underneath the enemy. The first damage value is for the
upward attack, and the second includes drilling down into the enemy
first.
Description: Panther Robot transforms into a Panther Vehicle,
canceling all melee attacks. If he moves within melee range while
transformed, he will switch back to robot mode and perform a Normal
Air attack. Transformations cancel melee attacks and instantly
restore all ammo.
-Robot Form-
B Shot
Shot Type: Round
Damage: 40
Ammo: 20
Recharge: No
Description: Five shots are fired with each press. Damage given
is for all five.
B Charge
Damage: 48
Description: Proto Panther fires two spiked wheels at the enemy.
Description: Titan Robot transforms into a Titan Tank, canceling all
melee attacks. If he moves within melee range while transformed, he
will switch back to robot mode and perform a Normal Air attack.
Transformations cancel melee attacks and instantly restore all ammo.
-Robot Form-
B Shot
Shot Type: Round
Damage: 40
Ammo: 20
Recharge: No
Description: Five shots are fired with each press. Damage given is
for all five.
B Charge
Damage: 32
Description: Proto Titan fires two energy lances at the enemy.
B Melee
Normal Ground
Damage: 75
Attributes: CN SB
Description: Sweep kick followed by two sword attacks.
Description: Eagle Robot transforms into an Eagle Jet, canceling all
melee attacks. Transformations cancel melee attacks and instantly
restore all ammo.
-Robot Form-
B Shot
Shot Type: Laser
Damage: 34
Ammo: 5
Recharge: No
B Melee
Normal Ground
Damage: 71
Attributes: CN SB
Description: Two sword attacks follows by a punt.
Ground Dash
Damage: 31
Attributes: CN SB MH
Description: Single slash followed by a spinning sword attack.
Landing
Damage: 71
Attributes: CN SB
Description: Same as Normal Ground.
Damage: 26
Attributes: CN
Description: Same as Normal Air.
-Jet Form-
B Shot
Shot Type: Laser
Damage: 34
Ammo: 5
Recharge: No
B Melee
Damage: 44
Attributes: None
Description: Eagle Robot activates two laser blades on the front.
The attack must be aimed, as this does not affect Eagle Robot's
movement.
Damage: 35
Attributes: SB CN
Description: Knee attack that can be quickly followed by a Normal Air.
Special 1
Damage: 78
Attributes: CN
Description: 5-hit combo ending with a Normal Air. Can only be
performed in air after jumping out of a Ground Dash. Damage includes
the Ground Dash.
Damage: 35
Attributes: SB CN
Description: Knee attack that can be quickly followed by a Normal Air.
Special 1
Damage: 78
Attributes: CN
Description: 5-hit combo ending with a Normal Air. Can only be
performed in air after jumping out of a Ground Dash. Damage includes
the Ground Dash. Can be cancelled with X.
Damage: 35
Attributes: SB CN
Description: Knee attack that can be quickly followed by a Normal Air.
Special 1
Damage: 78
Attributes: CN
Description: 5-hit combo ending with a Normal Air. Can only be
performed in air after jumping out of a Ground Dash. Damage includes
the Ground Dash.
Damage: 35
Attributes: SB CN
Description: Knee attack that can be quickly followed by a Normal Air.
Special 1
Damage: 78
Attributes: CN
Description: 5-hit combo ending with a Normal Air. Can only be
performed in air after jumping out of a Ground Dash. Damage includes
the Ground Dash. Can be cancelled with X.
Shot Type: Laser
Damage: 8
Description: Proto Atlas releases one of four pod weapons that
chase the enemy, fire a laser three times from different angles, then
return. These use ammo from his B Shot. This cannot be used if all
four are already detached.
Damage: 54
Attributes: SB CN
Description: Low sweep followed by a punt.
Normal Air
Damage: 35
Attributes: SB CN
Description: Downward punch. Easily followed with a Landing attack.
Air Dash
Damage: 35
Attributes: SB CN
Description: Same as Normal Air.
X Attack
Shot Type: Laser
Damage: 30
Ammo: 3
Recharge: No
X Charge
Shot Type: Laser
Damage: 8
Description: Proto Atlas releases all four pod weapons (or however
many remain), which will attempt to firetwice before returning.
These use ammo from his B Shot. This cannot be used if all four are
already detached.
Cost: 900
HP: 550
Jump: Boost
Extra Info: Can combine with Machine Red or Cyber Mars.
B Shot
Shot Type: Laser
Damage: 16
Ammo: 5
Recharge: No
B Charge
Shot Type: Laser
Damage: 8
Description: Cyber Atlas releases one of four pod weapons that
chase the enemy, fire a laser three times from different angles, then
return. These use ammo from his B Shot. This cannot be used if all
four are already detached.
Damage: 54
Attributes: SB CN
Description: Low sweep followed by a punt.
Normal Air
Damage: 35
Attributes: SB CN
Description: Downward punch. Easily followed with a Landing attack.
Air Dash
Damage: 35
Attributes: SB CN
Description: Same as Normal Air.
X Attack
Shot Type: Laser
Damage: 30
Ammo: 3
Recharge: No
X Charge
Shot Type: Laser
Damage: 8
Description: Cyber Atlas releases all four pod weapons (or however
many remain), which will attempt to firetwice before returning.
These use ammo from his B Shot. This cannot be used if all four are
already detached.
Damage: 35
Attributes: CN
Description: Proto King twirls his swords around for a moment,
then slashes with both.
Landing
Damage: 94
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 35
Attributes: CN
Description: Proto King slashes at a downward angle with both
blades.
Air Dash
Damage: 35
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: ?
Attributes: MH
Description: Proto King spins his blades around in front of him as
long as the button is held. Damage depends on how long the enemy
remains in contact with the blades.
Description: Victory Duke Transforms into a tank, canceling all
melee attacks. If he moves within melee range while transformed, he
will switch back to robot mode and perform a charged B attack. This
version can be extended indefinitely by holding B.
-Robot Form-
B Shot
Damage: 44
Ammo: 5
Recharge: No
Description: Fires a large laser from his chest.
B Charge
Damage: ?
Attributes: MH
Description: Victory Duke spins his blades around in front of him.
Damage depends on how long the enemy remains in contact with the
blades.
Description: Victory Baron Transforms into a jet, canceling all
melee attacks. If he moves within melee range while transformed, he
will switch back to robot mode and perform a charged B attack. This
version can be extended indefinitely by holding B.
-Robot Form-
B Shot
Damage: 44
Ammo: 5
Recharge: No
Description: Fires a large laser from his chest.
B Charge
Damage: ?
Attributes: MH
Description: Victory Baron spins his blades around in front of
him. Damage depends on how long the enemy remains in contact with the
blades.
B Melee
Normal Ground
Damage: 94
Attributes: CN RE
Description: 2-hit sword combo.
Ground Dash
Damage: 35
Attributes: CN
Description: Victory Baron twirls his swords around for a moment,
then slashes with both.
Landing
Damage: 94
Attributes: CN RE
Description: Same as Normal Ground.
Normal Air
Damage: 35
Attributes: CN SB
Description: Victory Baron slashes at a downward angle with both
blades.
Air Dash
Damage: 35
Attributes: CN SB
Description: Same as Normal Air.
-Jet Form-
B Shot
Shot Type: Round
Damage: 49
Ammo: 10
Recharge: No
Description: Five shots are fired at once. Damage given is for
all five.
B Charge
Damage: 31
Description: Drops a series of small bombs.
Description: Victory Baron transforms into a tank if touching the
ground or a jet if in the air, canceling all melee attacks.
Pressing X as a tank while in the air will cause him to transform
directly into a jet, and in jet form he can transform into a tank by
pressing X while touching the ground. If he moves within melee
range while transformed, he will switch back to robot mode and
perform a charged B attack. This version can be extended
indefinitely by holding B.
-Robot Form-
B Shot
Damage: 44
Ammo: 5
Recharge: No
Description: Fires a large laser from his chest.
B Charge
Damage: ?
Attributes: MH
Description: Victory Baron spins his blades around in front of him.
Damage depends on how long the enemy remains in contact with the
blades.
Cost: 1750
HP: 1050
Jump: Boost
Extra Info: Machine Red and Machine Blue can combine to form this
borg when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Shot Type: Laser
Damage: 78
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 88
Description: Horizontal slash.
Ground Dash
Damage: 116
Description: Seiryu leaps into the air and stabs the ground,
causing an explosion.
Landing
Damage: 116
Description: Same as Ground Dash.
Normal Air
Damage: 88
Description: Horizontal slash.
Air Dash
Damage: 88
Description: Same as Normal Air.
X Shot
Shot Type: Blast Laser
Damage: 102
Ammo: 3
Recharge: No
-Player 2-
B Shot
Shot Type: Missile
Damage: 66
Ammo: 10
Recharge: No
Description: Fires in a high arc at the enemy.
X Attack
Ammo: 3
Description: Creates a shield in the direction pressed that lasts
for roughly one second. The shield will absorb a large amount of
damage before being destroyed, and up to three can be created at a
time. A new shield can be created as soon as an old one vanishes.
-X Charge-
Damage: ????
Description: If both players charge their X Attack, Seiryu will
fire a large beam powerful enough to kill any borg. A charged X attack
will do nothing unless both players have fully charged it.
Cost: 1850
HP: 1050
Jump: Boost
Extra Info: Cyber Mars and Cyber Atlas can combine to form this borg
when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Shot Type: Laser
Damage: 92
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 88
Description: Horizontal slash.
Ground Dash
Damage: 116
Description: Seiryu leaps into the air and stabs the ground,
causing an explosion.
Landing
Damage: 116
Description: Same as Ground Dash.
Normal Air
Damage: 88
Description: Horizontal slash.
Air Dash
Damage: 88
Description: Same as Normal Air.
X Shot
Shot Type: Blast Laser
Damage: 102
Ammo: 3
Recharge: No
-Player 2-
B Shot
Shot Type: Laser
Damage: 17
Ammo: 15
Description: Suzaku releases one of four pod weapons that chase the
enemy, fire a laser three times from different angles, then return.
This cannot be used if all four are already detached.
X Attack
Ammo: 3
Description: Creates a shield in the direction pressed that lasts for
roughly one second. The shield will absorb a large amount of
damage before being destroyed, and up to three can be created at a
time. A new shield can be created as soon as an old one vanishes.
-X Charge-
Damage: ????
Description: If both players charge their X Attack, Suzaku will fire
a large beam powerful enough to kill any borg. A charged X attack
will do nothing unless both players have fully charged it.
Cost: 1800
HP: 1050
Jump: Boost
Extra Info: Machine Red and Cyber Atlas can combine to form this borg
when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Shot Type: Laser
Damage: 91
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 88
Description: Horizontal slash.
Ground Dash
Damage: 116
Description: Byakko leaps into the air and stabs the ground,
causing an explosion.
Landing
Damage: 116
Description: Same as Ground Dash.
Normal Air
Damage: 88
Description: Horizontal slash.
Air Dash
Damage: 88
Description: Same as Normal Air.
X Shot
Shot Type: Blast Laser
Damage: 102
Ammo: 3
Recharge: No
-Player 2-
B Shot
Shot Type: Laser
Damage: 17
Ammo: 15
Description: Byakko releases one of four pod weapons that chase the
enemy, fire a laser three times from different angles, then return.
This cannot be used if all four are already detached.
X Attack
Ammo: 3
Description: Creates a shield in the direction pressed that lasts
for roughly one second. The shield will absorb a large amount of
damage before being destroyed, and up to three can be created at a
time. A new shield can be created as soon as an old one vanishes.
-X Charge-
Damage: ????
Description: If both players charge their X Attack, Byakko will fire
a large beam powerful enough to kill any borg. A charged X attack
will do nothing unless both players have fully charged it.
Cost: 1800
HP: 1050
Jump: Boost
Extra Info: Cyber Mars and Machine Blue can combine to form this borg
when both are on a team and use their Power Burst (Y).
-Player 1-
B Shot
Shot Type: Laser
Damage: 88
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 88
Description: Horizontal slash.
Ground Dash
Damage: 116
Description: Genbu leaps into the air and stabs the ground,
causing an explosion.
Landing
Damage: 116
Description: Same as Ground Dash.
Normal Air
Damage: 88
Description: Horizontal slash.
Air Dash
Damage: 88
Description: Same as Normal Air.
X Shot
Shot Type: Blast Laser
Damage: 102
Ammo: 3
Recharge: No
-Player 2-
B Shot
Shot Type: Missile
Damage: 66
Ammo: 10
Recharge: No
Description: Fires in a high arc at the enemy.
X Attack
Ammo: 3
Description: Creates a shield in the direction pressed that lasts
for roughly one second. The shield will absorb a large amount of
damage before being destroyed, and up to three can be created at a
time. A new shield can be created as soon as an old one vanishes.
-X Charge-
Damage: ????
Description: If both players charge their X Attack, Genbu will fire
a large beam powerful enough to kill any borg. A charged X attack
will do nothing unless both players have fully charged it.
Damage: 47
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 115
Attributes: SB MH
Description: Spinning sword attack. All of his other attacks can
cancel into this. If used in air, Normal Samurai will not be able to
move again until he lands. The duration can be extended slightly by
repeatedly pressing the button.
Damage: 47
Attributes: MH CN
Description: Same as Normal Air.
X Attack
Damage: 92
Attributes: MH
Description: Spinning sword attack. If used in air, Musashi will
not be able to move again until he lands.The duration can be extended
slightly by repeatedly pressing the button.
Damage: 47
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 70
Attributes: None
Description: Sonic Samurai instantly slashes through the enemy.
He will be stunned momentarily after doing so. This cancels all other
melee attacks.
Cost: 550
HP: 350
Jump: 3
Extra Info: The first number listed for damage is an uncharged
attack. The second is the range of damage that a charged attack is
likely to do at point-blank.
Damage: 47, 120-136
Attributes: None
Description: Same as Normal Air.
X
Description: This charges up Beam Samurai's sword for a short time,
giving it extended range and higher damage. The damage increase
depends heavily on the sword's tendancy to get extra hits while
charged due to the larger hitbox, so the damage will vary based on
the size of the enemy and angle of attack. The glow of energy near
Beam Samurai's arm also seems to add damage, so in general it is
best to get as close to the enemy as possible. The glow also allows
any attack to break through shields if the glow itself hits. The
charge will be lost if Beam Samurai is hit.
Damage: 59
Attributes: CN SB MH
Description: Same as Normal Air.
X Charge
Description: Stops time for a few seconds. Enemy borgs can be
attacked during this, but if they are put into their invincible
state they will remain that way until the move ends. This will
cancel all melee attacks. 115 was the maximum amount of damage that
could be done to Neo G in this state.
Shot Type: Shuriken
Damage: 4
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 88
Attributes: SB CN WV
Description: 2-hit slash combo. The second slash, once started, can
be canceled with X. A bomb will then be thrown in place of or
immediately after the second hit.
Ground Dash
Damage: 40
Attributes: SB MH CN
Description: Spinning slash. Can be cancelled into a bomb throw
with X.
Landing
Damage: 40
Attributes: SB MH CN
Description: Same as Ground Dash.
Normal Air
Damage: 35
Attributes: CN
Description: Flip kick. Can be cancelled into a bomb throw with X.
Air Dash
Damage: 35
Attributes: CN
Description: Same as Normal Air.
Special 1
Damage: 88
Attributes: CN SB
Description: Sasuke stabs downward while falling onto the enemy.
This only happens if B is pressed while Sasuke is directly above an
enemy.
X Attack
Shot Type: Bomb
Damage: 22
Ammo: 5
Recharge: No
Description: Sasuke throws a bomb and is pushed back a bit. Tapping
a direction will shorten the lag time after a throw, allowing you to
throw another more quickly.
Damage: 35
Attributes: CN
Description: Same as Normal Air.
Above Enemy
Damage: 80
Attributes: CN SB
Description: Downward stab. Cannot be cancelled until contact
with the enemy or the ground.
X Shot
Damage: 22
Ammo: 5
Recharge: No
Desription: Throws an explosive projectile in an arc.
X Charge
Description: Double Ninja creates a duplicate of himself. The
duplicate will not deal extra damage in melee, but can throw an
additional projectile. The duplicate vanishes if Double Ninja is
knocked over.
Damage: 17
Attributes: CN SB MH
Description: Arrow Ninja rolls toward the enemy and jumps,
dealing damage on contact. The damage done is extremely variable
depending on the angle of attack, so the damage listed is just for
a single hit.
Landing
Damage: 17
Attributes: CN SB MH
Description: Same as Ground Dash.
Damage: 34
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 4
Ammo: 8
Recharge: No
Description: A large arrow is fired at the enemy, tethering them
to a small radius around their position for a limited time. Hitting
with multiple arrows will tether the enemy to multiple positions,
potentially restricting their movement entirely.
Damage: 17
Attributes: CN SB MH
Description: Shijima rolls toward the enemy and jumps, dealing
damage on contact. The damage done is extremely variable depending
on the angle of attack, so the damage listed is just for a single
hit.
Landing
Damage: 17
Attributes: CN SB MH
Description: Same as Ground Dash.
Damage: 34
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 4
Ammo: 8
Recharge: No
Description: A large arrow is fired at the enemy, tethering them to
a small radius around their position for a limited time. Hitting
with multiple arrows will tether the enemy to multiple positions,
potentially restricting their movement entirely.
Damage: 8
Attributes: SM
Description: Accel. Ninja fires a spread of wave shots that home
in on the enemy. Damage given is for a single projectile.
Melee
Accel. Ninja does not have normal melee attacks. Instead, touching
an enemy during certain movements will cause damage. A touch attack
causes multiple hits during the collision, so damage is highly
dependant on the relative positions of both borgs and on the amount
of damage an enemy can take before staggering. The damages given
will reflect the damage done to Neo G on a direct hit. Direct hits
will break through shields, though a glancing blow may be blocked.
Air Dash
Damage: 44
Description: Accel. Ninja holds his blades out in front of him while
dashing.
Jumping
Damage: 44
Description: Accel. Ninja spins around with his blades out during a
jump.
X Attack
Damage: 44
Description: Accel. Ninja runs forward at high speed with his blades
in front of him. If in the air, he will fall downward at a sharp
angle until he hits the ground. The move will end only if a wall
stops him or X is pressed again.
Damage: 80
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 35
Attributes: CN
Description: Teleprot Ninja lunges forward and attacks with both
claws.
Air Dash
Damage: 35
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: None
Ammo: 2
Recharge: Yes
Description: Teleport Ninja teleports a short distance in the
direction he is moving. In addition to avoiding damage, these can
be used as extra jumps or to move quickly toward an enemy. If he is
standing still, Teleport Ninja will reappear in the same spot. If
he teleports during Chrono Samurai's time stop, he will not reappear
until the move ends. Teleporting will cancel any other action
except X Charge.
X Charge
Damage: 47
Attributes: SB
Description: Same as X Attack, except moving through an enemy deals
damage, and the teleport will be in thedirection of the enemy. If
Teleport Ninja is too far from an enemy, he will move forward
instead. This has a small delay before and after the move. If done
in air, Teleport Ninja will drop for a short distance before being
able to move again.
Cost: 590
HP: 250
Jump: 3
Extra Info: Flame Ninja's attacks stun the enemy very quickly.
Normal Ground in particular cannot be completed in full against any
borg. Damage values given show the amount that can be done to Neo G
before stunning him.
B Shot
Shot Type: Fireball
Damage: 8
Ammo: 10
Recharge: No
B Melee
Normal Ground
Damage: 186
Attributes: CN SB
Description: 3-hit fire attack.
Damage:
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 35
Attributes: CN
Description: Forward strike with both claws.
Air Dash
Damage: 35
Attributes: CN
Description: Same as Normal Air.
X Attack
Damage: 26
Attributes: None
Description: Creates a pillar of energy around the enemy, causing
them to switch places after about a second if the enemy is still
within its range.
Damage: 52
Attributes: CN
Description: Same as Normal Air.
X Shot
Shot Type: Beam Shuriken
Damage: 24 (46) (64) (76)
Ammo: 2
Recharge: No
Description: Cyber Ninja fires four projectiles at once in a spread
pattern. The shurikens have slight homing capability, and it is
common for more than one to hit for each shot. Damages in
parentheses are for 2, 3, and 4 hits respectively.
Damage: 31
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 8
Attributes: CN
Description: Spin hit.
Air Dash
Damage: 8
Attributes: CN
Description: Same as Normal Air.
X Attack
Description: Dashes toward and heals an enemy or ally. All of Nao's
other attacks can be cancelled into this, though there's little
reason to do so. Even after the attack has recharged, you will still
be unable to use it if the other borg hasn't finished its healing
animation.
Shot Type: Round
Damage: 80
Ammo: 50
Recharge: No
Description: Holding down the button will fire all 50 shots. A
minimum of 10 shots can be fired at a time, so the damage given is
for 10 shots.
X Shot
Shot Type: Special
Damage: 52
Ammo: 2
Recharge: No
Shot Type: Round
Damage: 33
Ammo: 50
Recharge: No
Description: Fires in bursts of 5. Damage given is for a whole burst.
B Melee
Normal Ground
Damage: 120
Attributes: SB CN
Description: Beam Tank lunges forward with the drill spinning.
Dashing or jumping can cancel the cooldown animation, but only if
this is done before the animation starts.
X Shot
Damage: 52
Ammo: 3
Recharge: No
Description: Fires two large lasers.
Damage: 225
Ammo: 200
Recharge: No
Description: Fires multiple round shots and three vertical
missiles. Uses 15 ammo per shot.
X Shot
Shot Type: Laser
Damage: 68
Ammo: 1
Recharge: Yes
X Charge
Damage: ????
Description: Ultimate Cannon fires a massive laser. Most borgs are
killed outright. Large borgs like Dragons and Warships will survive
only from being staggered and avoiding most of the damage. Deals
roughly 500 damage to a Blizzard Dragon.
Damage: 31
Attributes: CN
Description: Guard Witch spins around with her staff.
Landing
Damage: 31
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 8
Attributes: CN
Description: Single hit.
Air Dash
Damage: 8
Attributes: CN
Description: Same as Normal Air.
X Attack
Ammo: 4
Recharge: No
Description: Guard Witch fires a shot that creates a barrier in
front of the enemy, blocking any shots fired by them, but does not
protect them from incoming fire. The shield takes roughly 200
damage to destroy or will vanish by itself after a while. Multiple
shots will stack.
Damage: 31
Attributes: CN
Description: Guard Witch spins around with her staff.
Landing
Damage: 31
Attributes: CN
Description: Same as Normal Ground.
Normal Air
Damage: 8
Attributes: CN
Description: Single hit.
Air Dash
Damage: 8
Attributes: CN
Description: Same as Normal Air.
X Attack
Ammo: 4
Recharge: No
Description: Shield Witch fires a shot that creates a barrier in
front of the enemy, blocking any shots fired by them, but does not
protect them from incoming fire. The shield takes roughly 280
damage to destroy or will vanish by itself after a while. Multiple
shots will stack.